7/10/2014 4:08:57 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:38:31 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1440059 effectiveMetalForSalvageWave = floor(AISalvage) = 1440059 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1757.88 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 108 FleetShipBudget *= player.GetHandicapMultiplier() = 108 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 125.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 125.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 283.46 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1757.88 7/10/2014 4:08:57 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:38:31 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 108 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1757.88 = FleetShipBudget for this wave's fleet ships = 1757.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 147.63 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -44.37 == Wave total ships: 29 TypesForDirectAdd count by type: ArmoredMissileI : 27 LightStarship : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1920 7/12/2014 2:52:59 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:38:31 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 40645 effectiveMetalForSalvageWave = floor(AISalvage) = 40645 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 49.62 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 108 FleetShipBudget *= player.GetHandicapMultiplier() = 108 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 125.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 125.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 283.46 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 2:53:46 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:40:58 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1399414 effectiveMetalForSalvageWave = floor(AISalvage) = 1399414 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1708.27 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 108 FleetShipBudget *= player.GetHandicapMultiplier() = 108 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 125.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 125.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 283.46 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1708.27 7/12/2014 2:53:46 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:40:58 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 108 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 1708.27 = FleetShipBudget for this wave's fleet ships = 1708.27 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.47 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 454 ZenithPolarizer @ 2 each = 908 ** Picked 201 ZenithPolarizerII @ 4 each = 804 = After picking fleet ships, FleetShipBudget is now -3.73 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 143.47 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -48.53 == Wave total ships: 657 TypesForDirectAdd count by type: ZenithPolarizer : 454 ZenithPolarizerII : 201 LeechStarship : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1904 7/12/2014 3:09:37 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:38:31 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107765 effectiveMetalForSalvageWave = floor(AISalvage) = 107765 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:15:06 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:41:32 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107765 effectiveMetalForSalvageWave = floor(AISalvage) = 107765 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:20:27 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:44:33 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107765 effectiveMetalForSalvageWave = floor(AISalvage) = 107765 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:22:15 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 4:45:37 normalWaveStrength:232.47 AccumulatedStrengthForNextWave:232.68 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 220.42 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 232.47 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.22 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 245.19 7/12/2014 3:22:15 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:45:37 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 105 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 245.19 = FleetShipBudget for this wave's fleet ships = 245.19 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.46 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 18 Fighter @ 1.67 each = 30 10 Bomber @ 2.5 each = 25 12 ZenithViralShredder @ 2 each = 24 14 Infiltrator @ 1.2 each = 16.8 15 MissileShip @ 1.67 each = 25 15 AutocannonMinipod @ 0.98 each = 14.69 5 BomberII @ 5 each = 25.01 6 ZenithViralShredderII @ 4 each = 24 4 InfiltratorII @ 2.4 each = 9.6 7 MissileShipII @ 3.33 each = 23.33 6 FighterII @ 3.33 each = 20 4 AutocannonMinipodII @ 1.96 each = 7.84 = After picking fleet ships, FleetShipBudget is now -0.07 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 20.59 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -75.41 == Wave total ships: 117 TypesForDirectAdd count by type: Fighter : 18 Bomber : 10 ZenithViralShredder : 12 Infiltrator : 14 MissileShip : 15 AutocannonMinipod : 15 BomberII : 5 ZenithViralShredderII : 6 InfiltratorII : 4 MissileShipII : 7 FighterII : 6 AutocannonMinipodII : 4 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 350.92 7/12/2014 3:24:16 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:47:34 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107765 effectiveMetalForSalvageWave = floor(AISalvage) = 107765 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:27:17 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:50:35 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107765 effectiveMetalForSalvageWave = floor(AISalvage) = 107765 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:28:13 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 4:51:31 normalWaveStrength:226.44 AccumulatedStrengthForNextWave:226.59 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 220.42 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 226.44 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.22 7/12/2014 3:28:13 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:51:31 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 105 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 226.59 = FleetShipBudget for this wave's fleet ships = 226.59 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.46 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 9 Saboteur @ 4.8 each = 43.2 9 ZenithPolarizer @ 2 each = 18 13 Fighter @ 1.67 each = 21.66 14 MissileShip @ 1.67 each = 23.33 7 Bomber @ 2.5 each = 17.5 4 SaboteurII @ 9.6 each = 38.4 7 BomberII @ 5 each = 35.01 3 MissileShipII @ 3.33 each = 10 4 ZenithPolarizerII @ 4 each = 16 2 FighterII @ 3.33 each = 6.67 = After picking fleet ships, FleetShipBudget is now -3.18 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 19.03 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -76.97 == Wave total ships: 73 TypesForDirectAdd count by type: Saboteur : 9 ZenithPolarizer : 9 Fighter : 13 MissileShip : 14 Bomber : 7 SaboteurII : 4 BomberII : 7 MissileShipII : 3 ZenithPolarizerII : 4 FighterII : 2 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 327.6 7/12/2014 3:30:18 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:53:36 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107765 effectiveMetalForSalvageWave = floor(AISalvage) = 107765 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:34:29 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:56:37 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1141587 effectiveMetalForSalvageWave = floor(AISalvage) = 1141587 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1393.54 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1393.54 7/12/2014 3:34:29 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:56:37 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 105 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 1393.54 = FleetShipBudget for this wave's fleet ships = 1393.54 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 117.04 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -74.96 == Wave total ships: 633 TypesForDirectAdd count by type: ArmorShip : 149 Fighter : 61 Bomber : 65 ArmorShipII : 51 ZenithHydra : 24 ZenithHydraHead : 243 ElectricShuttle : 23 ZenithHydraIII : 15 LeechStarship : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1683.56 7/12/2014 3:38:35 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:59:38 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 840469 effectiveMetalForSalvageWave = floor(AISalvage) = 840469 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1025.96 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1025.96 7/12/2014 3:38:35 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:59:38 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1025.96 = FleetShipBudget for this wave's fleet ships = 1025.96 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 86.16 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -9.84 == Wave total ships: 265 TypesForDirectAdd count by type: ZenithHydra : 20 Bomber : 9 ZenithHydraHead : 113 ArmorShipII : 32 ArmorShip : 31 ElectricShuttle : 14 Fighter : 11 ZenithHydraIII : 28 ZenithHydraII : 3 MissileShip : 3 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1164.96 7/12/2014 3:41:03 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:00:52 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1679 effectiveMetalForSalvageWave = floor(AISalvage) = 1679 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2.05 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:44:17 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:03:53 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1679 effectiveMetalForSalvageWave = floor(AISalvage) = 1679 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2.05 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:52:02 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:04:30 normalWaveStrength:264.19 AccumulatedStrengthForNextWave:264.27 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 8, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 264.19 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 3:52:02 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:04:30 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 264.27 = FleetShipBudget for this wave's fleet ships = 264.27 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 49 Bomber @ 2.5 each = 122.52 ** Picked 29 BomberII @ 5 each = 145.04 = After picking fleet ships, FleetShipBudget is now -3.29 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.19 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -73.81 == Wave total ships: 79 TypesForDirectAdd count by type: Bomber : 49 BomberII : 29 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 310 7/12/2014 3:57:43 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:06:54 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 76112 effectiveMetalForSalvageWave = floor(AISalvage) = 76112 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 92.91 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:58:10 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:07:14 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 5037 effectiveMetalForSalvageWave = floor(AISalvage) = 5037 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 6.15 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:03:28 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:09:55 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 198391 effectiveMetalForSalvageWave = floor(AISalvage) = 198391 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 242.18 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:03:35 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:10:02 normalWaveStrength:273.16 AccumulatedStrengthForNextWave:273.32 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 273.16 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 4:03:35 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:10:02 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 273.32 = FleetShipBudget for this wave's fleet ships = 273.32 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 12 Saboteur @ 4.8 each = 57.6 5 Bomber @ 2.5 each = 12.5 5 ZenithPolarizer @ 2 each = 10 11 MissileShip @ 1.67 each = 18.33 16 Fighter @ 1.67 each = 26.66 11 FighterII @ 3.33 each = 36.67 6 MissileShipII @ 3.33 each = 20 5 SaboteurII @ 9.6 each = 48 8 BomberII @ 5 each = 40.01 2 ZenithPolarizerII @ 4 each = 8 = After picking fleet ships, FleetShipBudget is now -4.45 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.95 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -73.05 == Wave total ships: 82 TypesForDirectAdd count by type: Saboteur : 12 Bomber : 5 ZenithPolarizer : 5 MissileShip : 11 Fighter : 16 FighterII : 11 MissileShipII : 6 SaboteurII : 5 BomberII : 8 ZenithPolarizerII : 2 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 383.6 7/12/2014 4:03:53 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:10:15 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 5037 effectiveMetalForSalvageWave = floor(AISalvage) = 5037 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 6.15 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:07:42 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:12:56 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 198391 effectiveMetalForSalvageWave = floor(AISalvage) = 198391 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 242.18 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:08:02 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:13:16 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 5037 effectiveMetalForSalvageWave = floor(AISalvage) = 5037 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 6.15 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:10:43 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:15:57 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 198391 effectiveMetalForSalvageWave = floor(AISalvage) = 198391 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 242.18 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:11:05 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:16:17 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 5037 effectiveMetalForSalvageWave = floor(AISalvage) = 5037 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 6.15 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:14:16 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:18:58 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 198391 effectiveMetalForSalvageWave = floor(AISalvage) = 198391 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 242.18 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:15:20 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:19:18 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 5037 effectiveMetalForSalvageWave = floor(AISalvage) = 5037 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 6.15 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:18:13 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:21:26 normalWaveStrength:264.19 AccumulatedStrengthForNextWave:264.42 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 264.19 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 4:18:13 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:21:26 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 264.42 = FleetShipBudget for this wave's fleet ships = 264.42 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 15 Infiltrator @ 1.2 each = 18 13 MissileShip @ 1.67 each = 21.66 18 AutocannonMinipod @ 0.98 each = 17.63 6 Fighter @ 1.67 each = 10 13 Bomber @ 2.5 each = 32.51 11 ZenithViralShredder @ 2 each = 22 6 MissileShipII @ 3.33 each = 20 10 ZenithViralShredderII @ 4 each = 40 8 InfiltratorII @ 2.4 each = 19.2 8 AutocannonMinipodII @ 1.96 each = 15.67 6 FighterII @ 3.33 each = 20 6 BomberII @ 5 each = 30.01 = After picking fleet ships, FleetShipBudget is now -2.25 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.21 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -73.79 == Wave total ships: 121 TypesForDirectAdd count by type: Infiltrator : 15 MissileShip : 13 AutocannonMinipod : 18 Fighter : 6 Bomber : 13 ZenithViralShredder : 11 MissileShipII : 6 ZenithViralShredderII : 10 InfiltratorII : 8 AutocannonMinipodII : 8 FighterII : 6 BomberII : 6 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 364.49 7/12/2014 4:19:06 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:21:59 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 198391 effectiveMetalForSalvageWave = floor(AISalvage) = 198391 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 242.18 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:21:20 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:22:19 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 32463 effectiveMetalForSalvageWave = floor(AISalvage) = 32463 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 39.63 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:26:39 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:25:00 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:26:59 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:25:20 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 134029 effectiveMetalForSalvageWave = floor(AISalvage) = 134029 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 163.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:45:27 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:27:46 normalWaveStrength:276.75 AccumulatedStrengthForNextWave:276.91 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 276.75 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 4:45:27 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:27:46 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 276.91 = FleetShipBudget for this wave's fleet ships = 276.91 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 76 MissileShip @ 1.67 each = 126.65 ** Picked 46 MissileShipII @ 3.33 each = 153.33 = After picking fleet ships, FleetShipBudget is now -3.07 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 23.26 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -72.74 == Wave total ships: 123 TypesForDirectAdd count by type: MissileShip : 76 MissileShipII : 46 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 432 7/12/2014 4:45:42 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:28:01 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:46:02 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:28:21 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 134029 effectiveMetalForSalvageWave = floor(AISalvage) = 134029 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 163.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:51:30 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:31:02 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:52:06 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:31:22 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 150980 effectiveMetalForSalvageWave = floor(AISalvage) = 150980 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 184.3 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:59:04 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:34:03 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:59:24 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:34:23 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 339518 effectiveMetalForSalvageWave = floor(AISalvage) = 339518 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 414.45 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:00:11 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:35:10 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 23 Infiltrator @ 1.2 each = 27.59 20 Fighter @ 1.67 each = 33.33 10 Bomber @ 2.5 each = 25 10 ZenithViralShredder @ 2 each = 20 16 AutocannonMinipod @ 0.98 each = 15.67 17 MissileShip @ 1.67 each = 28.33 11 InfiltratorII @ 2.4 each = 26.39 7 FighterII @ 3.33 each = 23.33 7 ZenithViralShredderII @ 4 each = 28 12 BomberII @ 5 each = 60.01 13 AutocannonMinipodII @ 1.96 each = 25.47 5 MissileShipII @ 3.33 each = 16.67 = After picking fleet ships, FleetShipBudget is now -1.73 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 152 TypesForDirectAdd count by type: Infiltrator : 23 Fighter : 20 Bomber : 10 ZenithViralShredder : 10 AutocannonMinipod : 16 MissileShip : 17 InfiltratorII : 11 FighterII : 7 ZenithViralShredderII : 7 BomberII : 12 AutocannonMinipodII : 13 MissileShipII : 5 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 429.13 7/12/2014 5:01:33 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:36:20 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 17 Infiltrator @ 1.2 each = 20.4 21 Fighter @ 1.67 each = 35 19 ZenithViralShredder @ 2 each = 38 10 MissileShip @ 1.67 each = 16.67 10 Bomber @ 2.5 each = 25 16 AutocannonMinipod @ 0.98 each = 15.67 8 ZenithViralShredderII @ 4 each = 32 18 InfiltratorII @ 2.4 each = 43.19 10 MissileShipII @ 3.33 each = 33.33 6 BomberII @ 5 each = 30.01 11 AutocannonMinipodII @ 1.96 each = 21.55 6 FighterII @ 3.33 each = 20 = After picking fleet ships, FleetShipBudget is now -2.73 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 153 TypesForDirectAdd count by type: Infiltrator : 17 Fighter : 21 ZenithViralShredder : 19 MissileShip : 10 Bomber : 10 AutocannonMinipod : 16 ZenithViralShredderII : 8 InfiltratorII : 18 MissileShipII : 10 BomberII : 6 AutocannonMinipodII : 11 FighterII : 6 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 436.81 7/12/2014 5:02:32 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:37:04 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:03:04 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:37:24 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 344103 effectiveMetalForSalvageWave = floor(AISalvage) = 344103 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 420.05 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:04:15 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:38:22 normalWaveStrength:264.19 AccumulatedStrengthForNextWave:264.42 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 264.19 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 5:04:15 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:38:22 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 264.42 = FleetShipBudget for this wave's fleet ships = 264.42 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Stealth AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Stealth waves try to spend 100% of the strength budget on types from the Stealth group * called PickUnitsForWave with: Infiltrator, AutocannonMinipod ** Picked 56 Infiltrator @ 1.2 each = 67.18 55 AutocannonMinipod @ 0.98 each = 53.87 33 AutocannonMinipodII @ 1.96 each = 64.65 33 InfiltratorII @ 2.4 each = 79.18 = After picking fleet ships, FleetShipBudget is now -0.46 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.21 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -73.79 == Wave total ships: 178 TypesForDirectAdd count by type: Infiltrator : 56 AutocannonMinipod : 55 AutocannonMinipodII : 33 InfiltratorII : 33 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 360.88 7/12/2014 5:06:25 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:40:05 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:07:04 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:40:25 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 424625 effectiveMetalForSalvageWave = floor(AISalvage) = 424625 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 518.34 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 518.34 7/12/2014 5:07:04 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:40:25 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 518.34 = FleetShipBudget for this wave's fleet ships = 518.34 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 43.53 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -52.47 == Wave total ships: 228 TypesForDirectAdd count by type: ElectricShuttle : 1 ArmorShipII : 49 ArmorShip : 29 Infiltrator : 16 Fighter : 29 ZenithHydraHead : 25 AutocannonMinipodIII : 29 MissileShipII : 1 MissileShip : 48 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 653.15 7/12/2014 5:10:42 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:42:50 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 18 Fighter @ 1.67 each = 30 20 Infiltrator @ 1.2 each = 23.99 11 AutocannonMinipod @ 0.98 each = 10.77 13 Bomber @ 2.5 each = 32.51 13 ZenithViralShredder @ 2 each = 26 16 MissileShip @ 1.67 each = 26.66 7 InfiltratorII @ 2.4 each = 16.8 12 AutocannonMinipodII @ 1.96 each = 23.51 10 BomberII @ 5 each = 50.01 7 MissileShipII @ 3.33 each = 23.33 8 FighterII @ 3.33 each = 26.67 10 ZenithViralShredderII @ 4 each = 40 = After picking fleet ships, FleetShipBudget is now -2.17 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 146 TypesForDirectAdd count by type: Fighter : 18 Infiltrator : 20 AutocannonMinipod : 11 Bomber : 13 ZenithViralShredder : 13 MissileShip : 16 InfiltratorII : 7 AutocannonMinipodII : 12 BomberII : 10 MissileShipII : 7 FighterII : 8 ZenithViralShredderII : 10 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 431.07 7/12/2014 5:10:58 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:43:06 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:13:26 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:45:09 normalWaveStrength:271.37 AccumulatedStrengthForNextWave:271.44 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 271.37 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 286.76 7/12/2014 5:13:26 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:45:09 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 286.76 = FleetShipBudget for this wave's fleet ships = 286.76 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 10 Bomber @ 2.5 each = 25 11 Saboteur @ 4.8 each = 52.8 12 MissileShip @ 1.67 each = 20 12 Fighter @ 1.67 each = 20 7 ZenithPolarizer @ 2 each = 14 9 BomberII @ 5 each = 45.01 6 FighterII @ 3.33 each = 20 7 SaboteurII @ 9.6 each = 67.2 5 ZenithPolarizerII @ 4 each = 20 2 MissileShipII @ 3.33 each = 6.67 = After picking fleet ships, FleetShipBudget is now -3.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 24.08 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -71.92 == Wave total ships: 82 TypesForDirectAdd count by type: Bomber : 10 Saboteur : 11 MissileShip : 12 Fighter : 12 ZenithPolarizer : 7 BomberII : 9 FighterII : 6 SaboteurII : 7 ZenithPolarizerII : 5 MissileShipII : 2 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 386 7/12/2014 5:13:44 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:45:25 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 215372 effectiveMetalForSalvageWave = floor(AISalvage) = 215372 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 262.91 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:14:26 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:46:07 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:17:15 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:48:26 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 373183 effectiveMetalForSalvageWave = floor(AISalvage) = 373183 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 455.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:17:57 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:49:08 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:40:35 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:51:27 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 431957 effectiveMetalForSalvageWave = floor(AISalvage) = 431957 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 527.29 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 527.29 7/12/2014 5:40:35 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:51:27 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 527.29 = FleetShipBudget for this wave's fleet ships = 527.29 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 44.28 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -51.72 == Wave total ships: 146 TypesForDirectAdd count by type: MissileShipII : 8 InfiltratorIII : 20 FighterII : 10 AutocannonMinipod : 6 ZenithHydraHead : 28 Infiltrator : 8 InfiltratorII : 6 Cruiser : 10 BomberIII : 18 ZenithPolarizerIV : 2 BomberII : 6 FighterIII : 6 MercenaryParasite : 4 AutocannonMinipodIII : 12 AutocannonMinipodII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 625.89 7/12/2014 5:41:46 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:52:09 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:45:36 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:55:10 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:46:09 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:55:25 normalWaveStrength:265.99 AccumulatedStrengthForNextWave:266.24 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 265.99 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 5:46:09 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:55:25 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 266.24 = FleetShipBudget for this wave's fleet ships = 266.24 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Stealth AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Stealth waves try to spend 100% of the strength budget on types from the Stealth group * called PickUnitsForWave with: Infiltrator, AutocannonMinipod ** Picked 51 Infiltrator @ 1.2 each = 61.19 62 AutocannonMinipod @ 0.98 each = 60.73 29 AutocannonMinipodII @ 1.96 each = 56.81 37 InfiltratorII @ 2.4 each = 88.78 = After picking fleet ships, FleetShipBudget is now -1.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.36 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -73.64 == Wave total ships: 180 TypesForDirectAdd count by type: Infiltrator : 51 AutocannonMinipod : 62 AutocannonMinipodII : 29 InfiltratorII : 37 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 363.5 7/12/2014 5:53:21 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:58:11 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:55:02 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:59:41 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 156415 effectiveMetalForSalvageWave = floor(AISalvage) = 156415 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 190.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:56:45 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:01:00 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Stealth AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Stealth waves try to spend 100% of the strength budget on types from the Stealth group * called PickUnitsForWave with: Infiltrator, AutocannonMinipod ** Picked 67 Infiltrator @ 1.2 each = 80.38 72 AutocannonMinipod @ 0.98 each = 70.52 45 InfiltratorII @ 2.4 each = 107.97 36 AutocannonMinipodII @ 1.96 each = 70.52 = After picking fleet ships, FleetShipBudget is now -1.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 221 TypesForDirectAdd count by type: Infiltrator : 67 AutocannonMinipod : 72 InfiltratorII : 45 AutocannonMinipodII : 36 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 425.4 7/12/2014 5:57:14 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:01:12 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:59:06 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:02:42 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 181037 effectiveMetalForSalvageWave = floor(AISalvage) = 181037 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 220.99 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:59:17 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:02:53 normalWaveStrength:276.75 AccumulatedStrengthForNextWave:276.91 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 276.75 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 5:59:17 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:02:53 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 276.91 = FleetShipBudget for this wave's fleet ships = 276.91 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 14 Bomber @ 2.5 each = 35.01 8 Fighter @ 1.67 each = 13.33 13 Saboteur @ 4.8 each = 62.4 4 ZenithPolarizer @ 2 each = 8 5 MissileShip @ 1.67 each = 8.33 9 ZenithPolarizerII @ 4 each = 36 4 FighterII @ 3.33 each = 13.33 6 SaboteurII @ 9.6 each = 57.6 5 BomberII @ 5 each = 25.01 6 MissileShipII @ 3.33 each = 20 = After picking fleet ships, FleetShipBudget is now -2.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 23.26 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -72.74 == Wave total ships: 75 TypesForDirectAdd count by type: Bomber : 14 Fighter : 8 Saboteur : 13 ZenithPolarizer : 4 MissileShip : 5 ZenithPolarizerII : 9 FighterII : 4 SaboteurII : 6 BomberII : 5 MissileShipII : 6 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 374 7/12/2014 6:00:45 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:04:13 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:00:52 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:04:20 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 15 Bomber @ 2.5 each = 37.51 19 Infiltrator @ 1.2 each = 22.79 13 Fighter @ 1.67 each = 21.66 17 MissileShip @ 1.67 each = 28.33 14 ZenithViralShredder @ 2 each = 28 13 AutocannonMinipod @ 0.98 each = 12.73 12 BomberII @ 5 each = 60.01 8 MissileShipII @ 3.33 each = 26.67 5 AutocannonMinipodII @ 1.96 each = 9.79 12 ZenithViralShredderII @ 4 each = 48 10 InfiltratorII @ 2.4 each = 23.99 3 FighterII @ 3.33 each = 10 = After picking fleet ships, FleetShipBudget is now -1.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 142 TypesForDirectAdd count by type: Bomber : 15 Infiltrator : 19 Fighter : 13 MissileShip : 17 ZenithViralShredder : 14 AutocannonMinipod : 13 BomberII : 12 MissileShipII : 8 AutocannonMinipodII : 5 ZenithViralShredderII : 12 InfiltratorII : 10 FighterII : 3 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 423.32 7/12/2014 6:01:02 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:04:30 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 11 MissileShip @ 1.67 each = 18.33 16 AutocannonMinipod @ 0.98 each = 15.67 11 ZenithViralShredder @ 2 each = 22 21 Bomber @ 2.5 each = 52.51 14 Infiltrator @ 1.2 each = 16.8 15 Fighter @ 1.67 each = 25 13 MissileShipII @ 3.33 each = 43.33 12 BomberII @ 5 each = 60.01 9 ZenithViralShredderII @ 4 each = 36 5 FighterII @ 3.33 each = 16.67 7 AutocannonMinipodII @ 1.96 each = 13.71 5 InfiltratorII @ 2.4 each = 12 = After picking fleet ships, FleetShipBudget is now -3.95 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 140 TypesForDirectAdd count by type: MissileShip : 11 AutocannonMinipod : 16 ZenithViralShredder : 11 Bomber : 21 Infiltrator : 14 Fighter : 15 MissileShipII : 13 BomberII : 12 ZenithViralShredderII : 9 FighterII : 5 AutocannonMinipodII : 7 InfiltratorII : 5 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 426.18 7/12/2014 6:02:17 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:05:40 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 17 Bomber @ 2.5 each = 42.51 12 Fighter @ 1.67 each = 20 18 MissileShip @ 1.67 each = 30 12 Infiltrator @ 1.2 each = 14.4 14 AutocannonMinipod @ 0.98 each = 13.71 15 ZenithViralShredder @ 2 each = 30 14 ZenithViralShredderII @ 4 each = 56 6 InfiltratorII @ 2.4 each = 14.4 8 MissileShipII @ 3.33 each = 26.67 10 BomberII @ 5 each = 50.01 7 FighterII @ 3.33 each = 23.33 6 AutocannonMinipodII @ 1.96 each = 11.75 = After picking fleet ships, FleetShipBudget is now -4.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 140 TypesForDirectAdd count by type: Bomber : 17 Fighter : 12 MissileShip : 18 Infiltrator : 12 AutocannonMinipod : 14 ZenithViralShredder : 15 ZenithViralShredderII : 14 InfiltratorII : 6 MissileShipII : 8 BomberII : 10 FighterII : 7 AutocannonMinipodII : 6 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 430.26 7/12/2014 6:02:20 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:05:43 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 204821 effectiveMetalForSalvageWave = floor(AISalvage) = 204821 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 250.03 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:05:28 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:07:14 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:07:16 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:08:44 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 435693 effectiveMetalForSalvageWave = floor(AISalvage) = 435693 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 531.85 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 531.85 7/12/2014 6:07:16 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:08:44 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 531.85 = FleetShipBudget for this wave's fleet ships = 531.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 44.67 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -51.33 == Wave total ships: 213 TypesForDirectAdd count by type: ArmorShipIV : 12 ArmorShip : 160 ArmorShipII : 20 ArmorShipIII : 20 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 767.95 7/12/2014 6:10:08 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:10:15 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:11:39 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:11:46 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 34842 effectiveMetalForSalvageWave = floor(AISalvage) = 34842 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 42.53 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:12:52 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:12:34 normalWaveStrength:267.78 AccumulatedStrengthForNextWave:267.8 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 267.78 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 6:12:52 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:12:34 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 267.8 = FleetShipBudget for this wave's fleet ships = 267.8 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 11 Bomber @ 2.5 each = 27.51 9 AutocannonMinipod @ 0.98 each = 8.82 13 Fighter @ 1.67 each = 21.66 11 MissileShip @ 1.67 each = 18.33 17 Infiltrator @ 1.2 each = 20.4 13 ZenithViralShredder @ 2 each = 26 5 InfiltratorII @ 2.4 each = 12 12 ZenithViralShredderII @ 4 each = 48 4 FighterII @ 3.33 each = 13.33 5 BomberII @ 5 each = 25.01 10 MissileShipII @ 3.33 each = 33.33 8 AutocannonMinipodII @ 1.96 each = 15.67 = After picking fleet ships, FleetShipBudget is now -2.25 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.49 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -73.51 == Wave total ships: 119 TypesForDirectAdd count by type: Bomber : 11 AutocannonMinipod : 9 Fighter : 13 MissileShip : 11 Infiltrator : 17 ZenithViralShredder : 13 InfiltratorII : 5 ZenithViralShredderII : 12 FighterII : 4 BomberII : 5 MissileShipII : 10 AutocannonMinipodII : 8 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 372.88 7/12/2014 6:13:34 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:13:16 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:14:08 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:13:50 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 18 AutocannonMinipod @ 0.98 each = 17.63 18 Fighter @ 1.67 each = 30 14 Infiltrator @ 1.2 each = 16.8 15 Bomber @ 2.5 each = 37.51 12 MissileShip @ 1.67 each = 20 14 ZenithViralShredder @ 2 each = 28 12 FighterII @ 3.33 each = 40 9 InfiltratorII @ 2.4 each = 21.59 11 AutocannonMinipodII @ 1.96 each = 21.55 10 ZenithViralShredderII @ 4 each = 40 8 MissileShipII @ 3.33 each = 26.67 6 BomberII @ 5 each = 30.01 = After picking fleet ships, FleetShipBudget is now -1.67 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 148 TypesForDirectAdd count by type: AutocannonMinipod : 18 Fighter : 18 Infiltrator : 14 Bomber : 15 MissileShip : 12 ZenithViralShredder : 14 FighterII : 12 InfiltratorII : 9 AutocannonMinipodII : 11 ZenithViralShredderII : 10 MissileShipII : 8 BomberII : 6 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 435.57 7/12/2014 6:15:05 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:14:47 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 88995 effectiveMetalForSalvageWave = floor(AISalvage) = 88995 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 108.64 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:15:18 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:15:00 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 15 MissileShip @ 1.67 each = 25 21 Fighter @ 1.67 each = 35 17 Infiltrator @ 1.2 each = 20.4 12 Bomber @ 2.5 each = 30.01 16 AutocannonMinipod @ 0.98 each = 15.67 12 ZenithViralShredder @ 2 each = 24 10 MissileShipII @ 3.33 each = 33.33 8 InfiltratorII @ 2.4 each = 19.2 14 FighterII @ 3.33 each = 46.67 9 ZenithViralShredderII @ 4 each = 36 5 BomberII @ 5 each = 25.01 11 AutocannonMinipodII @ 1.96 each = 21.55 = After picking fleet ships, FleetShipBudget is now -3.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 151 TypesForDirectAdd count by type: MissileShip : 15 Fighter : 21 Infiltrator : 17 Bomber : 12 AutocannonMinipod : 16 ZenithViralShredder : 12 MissileShipII : 10 InfiltratorII : 8 FighterII : 14 ZenithViralShredderII : 9 BomberII : 5 AutocannonMinipodII : 11 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 444.81 7/12/2014 6:15:28 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:15:10 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 13 AutocannonMinipod @ 0.98 each = 12.73 13 Bomber @ 2.5 each = 32.51 18 Fighter @ 1.67 each = 30 15 ZenithViralShredder @ 2 each = 30 15 MissileShip @ 1.67 each = 25 17 Infiltrator @ 1.2 each = 20.4 6 BomberII @ 5 each = 30.01 15 MissileShipII @ 3.33 each = 50 9 ZenithViralShredderII @ 4 each = 36 10 InfiltratorII @ 2.4 each = 23.99 9 FighterII @ 3.33 each = 30 5 AutocannonMinipodII @ 1.96 each = 9.79 = After picking fleet ships, FleetShipBudget is now -2.34 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 146 TypesForDirectAdd count by type: AutocannonMinipod : 13 Bomber : 13 Fighter : 18 ZenithViralShredder : 15 MissileShip : 15 Infiltrator : 17 BomberII : 6 MissileShipII : 15 ZenithViralShredderII : 9 InfiltratorII : 10 FighterII : 9 AutocannonMinipodII : 5 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 440.92 7/12/2014 6:15:58 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:15:40 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 90 Fighter @ 1.67 each = 149.99 ** Picked 54 FighterII @ 3.33 each = 180 = After picking fleet ships, FleetShipBudget is now -1.9 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 145 TypesForDirectAdd count by type: Fighter : 90 FighterII : 54 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 492 7/12/2014 6:16:35 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:16:17 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:18:18 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:17:48 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 148324 effectiveMetalForSalvageWave = floor(AISalvage) = 148324 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 181.06 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:18:30 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:18:00 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 18 ZenithViralShredder @ 2 each = 36 20 MissileShip @ 1.67 each = 33.33 13 AutocannonMinipod @ 0.98 each = 12.73 16 Fighter @ 1.67 each = 26.66 11 Bomber @ 2.5 each = 27.51 12 Infiltrator @ 1.2 each = 14.4 3 FighterII @ 3.33 each = 10 10 BomberII @ 5 each = 50.01 9 InfiltratorII @ 2.4 each = 21.59 9 AutocannonMinipodII @ 1.96 each = 17.63 13 MissileShipII @ 3.33 each = 43.33 9 ZenithViralShredderII @ 4 each = 36 = After picking fleet ships, FleetShipBudget is now -1.12 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 144 TypesForDirectAdd count by type: ZenithViralShredder : 18 MissileShip : 20 AutocannonMinipod : 13 Fighter : 16 Bomber : 11 Infiltrator : 12 FighterII : 3 BomberII : 10 InfiltratorII : 9 AutocannonMinipodII : 9 MissileShipII : 13 ZenithViralShredderII : 9 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 432.36 7/12/2014 6:19:40 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:19:10 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 22 AutocannonMinipod @ 0.98 each = 21.55 15 Bomber @ 2.5 each = 37.51 16 Fighter @ 1.67 each = 26.66 13 MissileShip @ 1.67 each = 21.66 12 ZenithViralShredder @ 2 each = 24 16 Infiltrator @ 1.2 each = 19.2 7 FighterII @ 3.33 each = 23.33 9 BomberII @ 5 each = 45.01 12 InfiltratorII @ 2.4 each = 28.79 12 ZenithViralShredderII @ 4 each = 48 6 MissileShipII @ 3.33 each = 20 7 AutocannonMinipodII @ 1.96 each = 13.71 = After picking fleet ships, FleetShipBudget is now -1.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 148 TypesForDirectAdd count by type: AutocannonMinipod : 22 Bomber : 15 Fighter : 16 MissileShip : 13 ZenithViralShredder : 12 Infiltrator : 16 FighterII : 7 BomberII : 9 InfiltratorII : 12 ZenithViralShredderII : 12 MissileShipII : 6 AutocannonMinipodII : 7 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 427.25 7/12/2014 6:19:48 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:19:18 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:20:30 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:20:00 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 16 ZenithViralShredder @ 2 each = 32 17 AutocannonMinipod @ 0.98 each = 16.65 13 Fighter @ 1.67 each = 21.66 11 MissileShip @ 1.67 each = 18.33 19 Bomber @ 2.5 each = 47.51 12 Infiltrator @ 1.2 each = 14.4 12 MissileShipII @ 3.33 each = 40 9 FighterII @ 3.33 each = 30 12 InfiltratorII @ 2.4 each = 28.79 6 AutocannonMinipodII @ 1.96 each = 11.75 7 BomberII @ 5 each = 35.01 8 ZenithViralShredderII @ 4 each = 32 = After picking fleet ships, FleetShipBudget is now -0.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 143 TypesForDirectAdd count by type: ZenithViralShredder : 16 AutocannonMinipod : 17 Fighter : 13 MissileShip : 11 Bomber : 19 Infiltrator : 12 MissileShipII : 12 FighterII : 9 InfiltratorII : 12 AutocannonMinipodII : 6 BomberII : 7 ZenithViralShredderII : 8 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 429.59 7/12/2014 6:20:53 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:20:23 normalWaveStrength:273.16 AccumulatedStrengthForNextWave:273.27 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 273.16 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 6:20:53 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:20:23 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 273.27 = FleetShipBudget for this wave's fleet ships = 273.27 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 50 Bomber @ 2.5 each = 125.02 ** Picked 30 BomberII @ 5 each = 150.04 = After picking fleet ships, FleetShipBudget is now -1.79 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.95 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -73.05 == Wave total ships: 81 TypesForDirectAdd count by type: Bomber : 50 BomberII : 30 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 316 7/12/2014 6:21:40 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:20:49 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 212551 effectiveMetalForSalvageWave = floor(AISalvage) = 212551 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 259.46 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:23:10 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:22:19 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:24:41 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:23:50 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 282372 effectiveMetalForSalvageWave = floor(AISalvage) = 282372 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 344.69 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:26:11 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:25:20 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:27:42 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:26:51 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 402560 effectiveMetalForSalvageWave = floor(AISalvage) = 402560 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 491.41 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:29:12 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:28:21 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:30:34 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:29:43 normalWaveStrength:267.78 AccumulatedStrengthForNextWave:267.8 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 267.78 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 283.11 7/12/2014 6:30:34 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:29:43 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 283.11 = FleetShipBudget for this wave's fleet ships = 283.11 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 14 AutocannonMinipod @ 0.98 each = 13.71 14 MissileShip @ 1.67 each = 23.33 22 Fighter @ 1.67 each = 36.66 13 Infiltrator @ 1.2 each = 15.6 8 Bomber @ 2.5 each = 20 10 ZenithViralShredder @ 2 each = 20 11 FighterII @ 3.33 each = 36.67 7 InfiltratorII @ 2.4 each = 16.8 8 AutocannonMinipodII @ 1.96 each = 15.67 5 BomberII @ 5 each = 25.01 11 MissileShipII @ 3.33 each = 36.67 6 ZenithViralShredderII @ 4 each = 24 = After picking fleet ships, FleetShipBudget is now -1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 23.78 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -72.22 == Wave total ships: 130 TypesForDirectAdd count by type: AutocannonMinipod : 14 MissileShip : 14 Fighter : 22 Infiltrator : 13 Bomber : 8 ZenithViralShredder : 10 FighterII : 11 InfiltratorII : 7 AutocannonMinipodII : 8 BomberII : 5 MissileShipII : 11 ZenithViralShredderII : 6 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 397.78 7/12/2014 6:30:43 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:29:52 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 463563 effectiveMetalForSalvageWave = floor(AISalvage) = 463563 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 565.87 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 565.87 7/12/2014 6:30:43 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:29:52 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 565.87 = FleetShipBudget for this wave's fleet ships = 565.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 47.52 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -48.48 == Wave total ships: 144 TypesForDirectAdd count by type: ArmorShipIII : 42 ArmorShipII : 92 ArmorShipIV : 9 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 850.85 7/12/2014 7:30:17 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:31:22 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 7:30:25 PM (7.045) ----------------------------------- Triggering CPA (always from first AI); Game Time: 6:31:30 effectiveAIPForCPAPurposes = this.AIProgressionLevelEffective = 145 since diff == 7, numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 360 minimumAIPForCPAPurposes = Game.Instance.GameSecond / numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 65 effectiveAIPForCPAPurposes = Max(effectiveAIPForCPAPurposes,minimumAIPForCPAPurposes) = 145 difficultyFactor = ( this.AIDifficulty * this.GetHandicapMultiplier() ) / ( 13 - this.AIDifficulty ) : 1.17 aiTypeFactor = 1 simulateMaxTimeWaveFactor = Mat.One + ( ( this.AIDifficulty * 2 ) / ( ( 14 - this.AIDifficulty ) * 3 ) ) : 1.67 simulateDoubleWaveFactor = 2 simulateDifficultySpecificWaveSizeMultiplier = 2.25 humanHomeworldCountMultiplier = Mat.One + (FInt)( humanHomeworldCount - 1 ) = 1 numberOfShips (before applying cap-scale) = ( (FInt)effectiveAIPForCPAPurposes * difficultyFactor * aiTypeFactor * simulateMaxTimeWaveFactor * simulateDoubleWaveFactor * simulateDifficultySpecificWaveSizeMultiplier * humanHomeworldCountMultiplier ).IntValue = 1268 numberOfShips (after applying cap-scale) = 634 since player.SurplusCPAStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusCPAStrengthDonatedFromReinforcements / 5 = 635 7/12/2014 7:32:58 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:34:03 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 9234 effectiveMetalForSalvageWave = floor(AISalvage) = 9234 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 11.27 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 7:33:18 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:34:23 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 7:36:00 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:37:04 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 9234 effectiveMetalForSalvageWave = floor(AISalvage) = 9234 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 11.27 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 7:36:20 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:37:24 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 7:37:35 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:38:39 normalWaveStrength:306.46 AccumulatedStrengthForNextWave:306.61 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 304.38 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 306.46 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.3 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 321.93 7/12/2014 7:37:35 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:38:39 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 145 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 321.93 = FleetShipBudget for this wave's fleet ships = 321.93 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.63 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 14 MissileShip @ 1.67 each = 23.33 5 ZenithPolarizer @ 2 each = 10 8 Fighter @ 1.67 each = 13.33 11 Saboteur @ 4.8 each = 52.8 8 Bomber @ 2.5 each = 20 8 SaboteurII @ 9.6 each = 76.8 8 MissileShipII @ 3.33 each = 26.67 10 FighterII @ 3.33 each = 33.33 10 BomberII @ 5 each = 50.01 4 ZenithPolarizerII @ 4 each = 16 = After picking fleet ships, FleetShipBudget is now -0.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.04 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.96 == Wave total ships: 87 TypesForDirectAdd count by type: MissileShip : 14 ZenithPolarizer : 5 Fighter : 8 Saboteur : 11 Bomber : 8 SaboteurII : 8 MissileShipII : 8 FighterII : 10 BomberII : 10 ZenithPolarizerII : 4 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 423.59 7/12/2014 7:45:10 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:40:05 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 9234 effectiveMetalForSalvageWave = floor(AISalvage) = 9234 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 11.27 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 7:48:29 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:40:25 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 7:58:18 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:43:06 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 9234 effectiveMetalForSalvageWave = floor(AISalvage) = 9234 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 11.27 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 7:58:38 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:43:26 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 8:02:57 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:46:07 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 9234 effectiveMetalForSalvageWave = floor(AISalvage) = 9234 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 11.27 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 8:04:23 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:46:27 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 8:05:26 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:47:01 normalWaveStrength:312.71 AccumulatedStrengthForNextWave:312.78 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 304.38 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 312.71 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.3 7/13/2014 8:05:26 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:47:01 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 145 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 312.78 = FleetShipBudget for this wave's fleet ships = 312.78 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.63 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 15 Fighter @ 1.67 each = 25 13 Infiltrator @ 1.2 each = 15.6 9 MissileShip @ 1.67 each = 15 16 AutocannonMinipod @ 0.98 each = 15.67 15 ZenithViralShredder @ 2 each = 30 6 Bomber @ 2.5 each = 15 12 BomberII @ 5 each = 60.01 7 MissileShipII @ 3.33 each = 23.33 9 AutocannonMinipodII @ 1.96 each = 17.63 13 ZenithViralShredderII @ 4 each = 52 13 InfiltratorII @ 2.4 each = 31.19 4 FighterII @ 3.33 each = 13.33 = After picking fleet ships, FleetShipBudget is now -0.99 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 26.27 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -69.73 == Wave total ships: 133 TypesForDirectAdd count by type: Fighter : 15 Infiltrator : 13 MissileShip : 9 AutocannonMinipod : 16 ZenithViralShredder : 15 Bomber : 6 BomberII : 12 MissileShipII : 7 AutocannonMinipodII : 9 ZenithViralShredderII : 13 InfiltratorII : 13 FighterII : 4 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 410.09 7/13/2014 8:09:36 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:49:08 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 2396262 effectiveMetalForSalvageWave = floor(AISalvage) = 2396262 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2925.12 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 2925.12 7/13/2014 8:09:36 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:49:08 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 145 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 2925.12 = FleetShipBudget for this wave's fleet ships = 2925.12 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 245.66 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 2 Dreadnought @ 96 each = 192 = After picking starships, StarshipBudget is now -42.34 == Wave total ships: 1108 TypesForDirectAdd count by type: Bomber : 186 MissileShip : 186 Fighter : 182 ZenithHydraII : 11 ArmorShip : 76 ElectricShuttle : 24 ZenithHydra : 23 ZenithHydraHead : 309 ZenithHydraIV : 3 TypesForCarrierAdd count by type: ZenithHydraIV : 16 ZenithHydraIII : 14 ArmorShipII : 27 MercenaryCruiser : 4 ArmorShipIV : 19 ArmorShipIII : 25 LeechStarship : 1 Dreadnought : 2 == For a grand-total Strength value of 3330.53 7/13/2014 8:11:16 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:49:28 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 8:19:39 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:52:29 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 8:26:08 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:55:00 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 2769922 effectiveMetalForSalvageWave = floor(AISalvage) = 2769922 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 3381.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 146 FleetShipBudget *= player.GetHandicapMultiplier() = 146 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 170.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 170.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 383.2 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 3381.25 7/13/2014 8:26:08 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:55:00 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 146 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 3381.25 = FleetShipBudget for this wave's fleet ships = 3381.25 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 283.97 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 1 Dreadnought @ 96 each = 96 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -4.03 == Wave total ships: 1118 TypesForDirectAdd count by type: ZenithHydra : 54 ElectricShuttle : 48 Bomber : 88 Fighter : 63 ZenithHydraHead : 561 MissileShip : 63 ArmorShip : 39 ArmorShipIII : 30 ZenithHydraIII : 21 MercenaryCruiser : 33 TypesForCarrierAdd count by type: MercenaryCruiser : 24 ZenithHydraIV : 18 ArmorShipII : 24 ArmorShipIV : 27 ZenithHydraII : 22 LightStarship : 1 Dreadnought : 1 LeechStarship : 1 == For a grand-total Strength value of 3792.61 7/13/2014 8:27:13 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:55:30 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 146 FleetShipBudget *= player.GetHandicapMultiplier() = 146 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 170.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 170.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 383.2 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 8:29:29 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:56:27 normalWaveStrength:323.24 AccumulatedStrengthForNextWave:323.27 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 146 FleetShipBudget *= player.GetHandicapMultiplier() = 146 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 170.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 170.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 383.2 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 306.48 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 323.24 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.3 7/13/2014 8:29:29 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:56:27 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 146 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 323.27 = FleetShipBudget for this wave's fleet ships = 323.27 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.63 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 9 MissileShip @ 1.67 each = 15 6 Saboteur @ 4.8 each = 28.8 20 Fighter @ 1.67 each = 33.33 12 Bomber @ 2.5 each = 30.01 6 ZenithPolarizer @ 2 each = 12 7 MissileShipII @ 3.33 each = 23.33 6 BomberII @ 5 each = 30.01 7 FighterII @ 3.33 each = 23.33 12 ZenithPolarizerII @ 4 each = 48 9 SaboteurII @ 9.6 each = 86.4 = After picking fleet ships, FleetShipBudget is now -6.93 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.15 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.85 == Wave total ships: 95 TypesForDirectAdd count by type: MissileShip : 9 Saboteur : 6 Fighter : 20 Bomber : 12 ZenithPolarizer : 6 MissileShipII : 7 BomberII : 6 FighterII : 7 ZenithPolarizerII : 12 SaboteurII : 9 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 433.2 7/13/2014 8:31:41 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:58:01 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 886270 effectiveMetalForSalvageWave = floor(AISalvage) = 886270 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1081.87 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 146 FleetShipBudget *= player.GetHandicapMultiplier() = 146 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 170.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 170.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 383.2 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1081.87 7/13/2014 8:31:41 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:58:01 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 146 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1081.87 = FleetShipBudget for this wave's fleet ships = 1081.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 90.86 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -5.14 == Wave total ships: 392 TypesForDirectAdd count by type: ZenithHydraHead : 268 ArmorShipII : 32 ArmorShipIV : 30 ArmorShipIII : 12 ZenithHydraII : 12 ZenithHydraIII : 12 ZenithHydraIV : 8 MercenaryCruiser : 1 ArmorShip : 16 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1274.51 7/13/2014 8:34:00 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:58:31 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 146 FleetShipBudget *= player.GetHandicapMultiplier() = 146 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 170.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 170.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 383.2 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 8:37:45 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:01:04 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 8:38:32 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:01:32 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 8:52:00 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:04:05 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 8:52:28 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:04:33 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 8:54:35 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:05:54 normalWaveStrength:360.38 AccumulatedStrengthForNextWave:360.66 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 348.47 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 360.38 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 7/13/2014 8:54:35 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:05:54 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 360.66 = FleetShipBudget for this wave's fleet ships = 360.66 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.72 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 15 Fighter @ 1.67 each = 25 5 MissileShip @ 1.67 each = 8.33 10 Bomber @ 2.5 each = 25 11 Infiltrator @ 1.2 each = 13.2 11 ZenithViralShredder @ 2 each = 22 8 AutocannonMinipod @ 0.98 each = 7.84 12 AutocannonMinipodII @ 1.96 each = 23.51 11 FighterII @ 3.33 each = 36.67 17 MissileShipII @ 3.33 each = 56.67 17 InfiltratorII @ 2.4 each = 40.79 13 ZenithViralShredderII @ 4 each = 52 10 BomberII @ 5 each = 50.01 = After picking fleet ships, FleetShipBudget is now -0.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 30.29 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -65.71 == Wave total ships: 141 TypesForDirectAdd count by type: Fighter : 15 MissileShip : 5 Bomber : 10 Infiltrator : 11 ZenithViralShredder : 11 AutocannonMinipod : 8 AutocannonMinipodII : 12 FighterII : 11 MissileShipII : 17 InfiltratorII : 17 ZenithViralShredderII : 13 BomberII : 10 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 467.33 7/13/2014 8:55:47 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:07:06 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 8:56:15 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:07:34 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 8:59:54 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:10:07 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:00:22 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:10:35 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:02:56 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:13:08 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:03:24 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:13:36 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:04:04 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:14:16 normalWaveStrength:362.76 AccumulatedStrengthForNextWave:362.84 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 348.47 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 362.76 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 7/13/2014 9:04:04 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:14:16 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 362.84 = FleetShipBudget for this wave's fleet ships = 362.84 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.72 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 7 Saboteur @ 4.8 each = 33.6 10 ZenithPolarizer @ 2 each = 20 11 MissileShip @ 1.67 each = 18.33 7 Fighter @ 1.67 each = 11.67 7 Bomber @ 2.5 each = 17.5 8 MissileShipII @ 3.33 each = 26.67 5 ZenithPolarizerII @ 4 each = 20 15 BomberII @ 5 each = 75.02 11 FighterII @ 3.33 each = 36.67 11 SaboteurII @ 9.6 each = 105.6 = After picking fleet ships, FleetShipBudget is now -2.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 30.47 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -65.53 == Wave total ships: 93 TypesForDirectAdd count by type: Saboteur : 7 ZenithPolarizer : 10 MissileShip : 11 Fighter : 7 Bomber : 7 MissileShipII : 8 ZenithPolarizerII : 5 BomberII : 15 FighterII : 11 SaboteurII : 11 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 461.19 7/13/2014 9:05:57 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:16:09 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:06:25 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:16:37 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:08:58 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:19:10 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:09:26 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:19:38 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:10:09 AM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Nomad 4, wave size factor: 2 ; Game Time: 7:20:21 7/13/2014 9:10:09 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:20:21 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 871.38 = FleetShipBudget for this wave's fleet ships = 871.38 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, ZenithPolarizerIV, SaboteurIV ** Picked 10 FighterIV @ 6.67 each = 66.67 16 BomberIV @ 10 each = 160.04 28 CruiserIV @ 6.67 each = 186.67 16 SaboteurIV @ 19.2 each = 307.19 21 ZenithPolarizerIV @ 8 each = 168 = After picking fleet ships, FleetShipBudget is now -17.18 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 73.18 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 BomberStarshipIV @ 384 each = 384 = After picking starships, StarshipBudget is now -310.82 == Wave total ships: 92 TypesForDirectAdd count by type: FighterIV : 10 BomberIV : 16 CruiserIV : 28 SaboteurIV : 16 ZenithPolarizerIV : 21 BomberStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1291.19 7/13/2014 9:13:20 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:22:11 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:14:46 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:22:39 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 256578 effectiveMetalForSalvageWave = floor(AISalvage) = 256578 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 313.21 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:15:57 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:23:50 normalWaveStrength:372.13 AccumulatedStrengthForNextWave:372.29 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 350.57 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 372.13 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 7/13/2014 9:15:57 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:23:50 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 372.29 = FleetShipBudget for this wave's fleet ships = 372.29 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.73 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 10 MissileShip @ 1.67 each = 16.67 9 Bomber @ 2.5 each = 22.5 10 AutocannonMinipod @ 0.98 each = 9.79 12 ZenithViralShredder @ 2 each = 24 11 Fighter @ 1.67 each = 18.33 10 Infiltrator @ 1.2 each = 12 9 MissileShipII @ 3.33 each = 30 17 ZenithViralShredderII @ 4 each = 68 13 AutocannonMinipodII @ 1.96 each = 25.47 15 BomberII @ 5 each = 75.02 17 InfiltratorII @ 2.4 each = 40.79 9 FighterII @ 3.33 each = 30 = After picking fleet ships, FleetShipBudget is now -0.28 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 31.27 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -64.73 == Wave total ships: 143 TypesForDirectAdd count by type: MissileShip : 10 Bomber : 9 AutocannonMinipod : 10 ZenithViralShredder : 12 Fighter : 11 Infiltrator : 10 MissileShipII : 9 ZenithViralShredderII : 17 AutocannonMinipodII : 13 BomberII : 15 InfiltratorII : 17 FighterII : 9 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 468.05 7/13/2014 9:17:19 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:25:12 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:17:47 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:25:40 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 256578 effectiveMetalForSalvageWave = floor(AISalvage) = 256578 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 313.21 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:18:55 AM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Copo, wave size factor: 2 ; Game Time: 7:26:48 7/13/2014 9:18:55 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:26:48 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 876.63 = FleetShipBudget for this wave's fleet ships = 876.63 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 24 CruiserIV @ 6.67 each = 160 23 AutocannonMinipodIV @ 3.92 each = 90.11 21 FighterIV @ 6.67 each = 140 24 InfiltratorIV @ 4.8 each = 115.17 26 ZenithViralShredderIV @ 8 each = 208 17 BomberIV @ 10 each = 170.04 = After picking fleet ships, FleetShipBudget is now -6.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 73.62 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 BeamStarship @ 320 each = 320 = After picking starships, StarshipBudget is now -246.38 == Wave total ships: 136 TypesForDirectAdd count by type: CruiserIV : 24 AutocannonMinipodIV : 23 FighterIV : 21 InfiltratorIV : 24 ZenithViralShredderIV : 26 BomberIV : 17 BeamStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1229.29 7/13/2014 9:21:38 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:28:13 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:22:32 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:28:41 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1496201 effectiveMetalForSalvageWave = floor(AISalvage) = 1496201 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1826.42 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1826.42 7/13/2014 9:22:32 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:28:41 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1826.42 = FleetShipBudget for this wave's fleet ships = 1826.42 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.73 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 35 ZenithPolarizer @ 2 each = 70 43 MissileShip @ 1.67 each = 71.66 36 Bomber @ 2.5 each = 90.02 49 Fighter @ 1.67 each = 81.66 39 Saboteur @ 4.8 each = 187.19 64 BomberII @ 5 each = 320.08 63 FighterII @ 3.33 each = 209.99 43 SaboteurII @ 9.6 each = 412.78 52 MissileShipII @ 3.33 each = 173.33 53 ZenithPolarizerII @ 4 each = 212 = After picking fleet ships, FleetShipBudget is now -2.3 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 153.39 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 2 LeechStarship @ 96 each = 192 = After picking starships, StarshipBudget is now -38.61 == Wave total ships: 479 TypesForDirectAdd count by type: ZenithPolarizer : 35 MissileShip : 43 Bomber : 36 Fighter : 49 Saboteur : 39 BomberII : 64 FighterII : 63 SaboteurII : 43 MissileShipII : 52 ZenithPolarizerII : 53 LeechStarship : 2 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2045.98 7/13/2014 9:23:50 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:31:14 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:23:52 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:31:21 normalWaveStrength:355.36 AccumulatedStrengthForNextWave:355.54 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 350.57 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 355.36 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 7/13/2014 9:23:52 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:31:21 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 355.54 = FleetShipBudget for this wave's fleet ships = 355.54 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.73 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 12 Bomber @ 2.5 each = 30.01 10 MissileShip @ 1.67 each = 16.67 9 ZenithPolarizer @ 2 each = 18 5 Saboteur @ 4.8 each = 24 6 Fighter @ 1.67 each = 10 11 BomberII @ 5 each = 55.01 9 SaboteurII @ 9.6 each = 86.4 9 ZenithPolarizerII @ 4 each = 36 12 MissileShipII @ 3.33 each = 40 12 FighterII @ 3.33 each = 40 = After picking fleet ships, FleetShipBudget is now -0.54 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 29.86 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -66.14 == Wave total ships: 96 TypesForDirectAdd count by type: Bomber : 12 MissileShip : 10 ZenithPolarizer : 9 Saboteur : 5 Fighter : 6 BomberII : 11 SaboteurII : 9 ZenithPolarizerII : 9 MissileShipII : 12 FighterII : 12 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 456.4 7/13/2014 9:25:36 AM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 7:32:04 7/13/2014 9:25:36 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:32:04 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 876.63 = FleetShipBudget for this wave's fleet ships = 876.63 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 20 CruiserIV @ 6.67 each = 133.33 19 AutocannonMinipodIV @ 3.92 each = 74.44 24 ZenithViralShredderIV @ 8 each = 192 20 InfiltratorIV @ 4.8 each = 95.98 25 BomberIV @ 10 each = 250.06 20 FighterIV @ 6.67 each = 133.33 = After picking fleet ships, FleetShipBudget is now -2.52 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 73.62 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 AIRaidStarshipIV @ 256 each = 256 = After picking starships, StarshipBudget is now -182.38 == Wave total ships: 129 TypesForDirectAdd count by type: CruiserIV : 20 AutocannonMinipodIV : 19 ZenithViralShredderIV : 24 InfiltratorIV : 20 BomberIV : 25 FighterIV : 20 AIRaidStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1138.42 7/13/2014 9:31:57 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:34:15 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1486327 effectiveMetalForSalvageWave = floor(AISalvage) = 1486327 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1814.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1814.36 7/13/2014 9:31:57 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:34:15 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1814.36 = FleetShipBudget for this wave's fleet ships = 1814.36 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 152.38 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 2 Dreadnought @ 96 each = 192 = After picking starships, StarshipBudget is now -39.62 == Wave total ships: 428 TypesForDirectAdd count by type: ZenithHydraIV : 20 ArmorShipII : 9 ZenithHydraHead : 218 ArmorShipIII : 5 ZenithHydraIII : 12 ArmorShipIV : 1 CoreYounglingTiger : 161 Dreadnought : 2 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2663.03 7/13/2014 9:39:18 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:41:41 normalWaveStrength:372.13 AccumulatedStrengthForNextWave:372.34 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 350.57 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 372.13 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 416.17 7/13/2014 9:39:18 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:41:41 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 416.17 = FleetShipBudget for this wave's fleet ships = 416.17 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.73 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 11 ZenithViralShredder @ 2 each = 22 11 Infiltrator @ 1.2 each = 13.2 7 Fighter @ 1.67 each = 11.67 12 AutocannonMinipod @ 0.98 each = 11.75 17 MissileShip @ 1.67 each = 28.33 11 Bomber @ 2.5 each = 27.51 15 FighterII @ 3.33 each = 50 15 AutocannonMinipodII @ 1.96 each = 29.38 18 ZenithViralShredderII @ 4 each = 72 12 InfiltratorII @ 2.4 each = 28.79 10 BomberII @ 5 each = 50.01 22 MissileShipII @ 3.33 each = 73.33 = After picking fleet ships, FleetShipBudget is now -1.8 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 34.95 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -61.05 == Wave total ships: 162 TypesForDirectAdd count by type: ZenithViralShredder : 11 Infiltrator : 11 Fighter : 7 AutocannonMinipod : 12 MissileShip : 17 Bomber : 11 FighterII : 15 AutocannonMinipodII : 15 ZenithViralShredderII : 18 InfiltratorII : 12 BomberII : 10 MissileShipII : 22 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 531.13 7/13/2014 9:43:31 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:13:08 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:43:59 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:13:36 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:44:38 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:14:15 normalWaveStrength:362.76 AccumulatedStrengthForNextWave:362.84 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 348.47 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 362.76 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 7/13/2014 9:44:38 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:14:15 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 362.84 = FleetShipBudget for this wave's fleet ships = 362.84 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Stealth AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.72 Stealth waves try to spend 100% of the strength budget on types from the Stealth group * called PickUnitsForWave with: AutocannonMinipod ** Picked 104 AutocannonMinipod @ 0.98 each = 101.87 ** Picked 134 AutocannonMinipodII @ 1.96 each = 262.5 = After picking fleet ships, FleetShipBudget is now -1.54 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 30.47 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -65.53 == Wave total ships: 239 TypesForDirectAdd count by type: AutocannonMinipod : 104 AutocannonMinipodII : 134 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 460.37 7/13/2014 9:46:32 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:16:09 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:47:00 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:16:37 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:49:33 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:19:10 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:50:01 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:19:38 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:50:45 AM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Nomad 4, wave size factor: 2 ; Game Time: 7:20:21 7/13/2014 9:50:45 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:20:21 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 871.38 = FleetShipBudget for this wave's fleet ships = 871.38 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, AutocannonMinipodIV, ZenithPolarizerIV, SaboteurIV ** Picked 15 BomberIV @ 10 each = 150.04 12 ZenithPolarizerIV @ 8 each = 96 19 AutocannonMinipodIV @ 3.92 each = 74.44 16 FighterIV @ 6.67 each = 106.67 16 SaboteurIV @ 19.2 each = 307.19 22 CruiserIV @ 6.67 each = 146.67 = After picking fleet ships, FleetShipBudget is now -9.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 73.18 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 BeamStarship @ 320 each = 320 = After picking starships, StarshipBudget is now -246.82 == Wave total ships: 101 TypesForDirectAdd count by type: BomberIV : 15 ZenithPolarizerIV : 12 AutocannonMinipodIV : 19 FighterIV : 16 SaboteurIV : 16 CruiserIV : 22 BeamStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1221.63 7/13/2014 9:55:41 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:22:11 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:56:09 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:22:39 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 297723 effectiveMetalForSalvageWave = floor(AISalvage) = 297723 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 363.43 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:57:19 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:23:49 normalWaveStrength:372.13 AccumulatedStrengthForNextWave:372.2 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 350.57 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 372.13 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 7/13/2014 9:57:19 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:23:49 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 372.2 = FleetShipBudget for this wave's fleet ships = 372.2 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.73 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 6 AutocannonMinipod @ 0.98 each = 5.88 8 Infiltrator @ 1.2 each = 9.6 6 Sniper @ 9.6 each = 57.6 8 MissileShip @ 1.67 each = 13.33 4 ZenithViralShredder @ 2 each = 8 3 Bomber @ 2.5 each = 7.5 1 Fighter @ 1.67 each = 1.67 11 MissileShipII @ 3.33 each = 36.67 6 ZenithViralShredderII @ 4 each = 24 12 FighterII @ 3.33 each = 40 8 AutocannonMinipodII @ 1.96 each = 15.67 5 SniperII @ 19.2 each = 96 9 BomberII @ 5 each = 45.01 6 InfiltratorII @ 2.4 each = 14.4 = After picking fleet ships, FleetShipBudget is now -3.11 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 31.26 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -64.74 == Wave total ships: 94 TypesForDirectAdd count by type: AutocannonMinipod : 6 Infiltrator : 8 Sniper : 6 MissileShip : 8 ZenithViralShredder : 4 Bomber : 3 Fighter : 1 MissileShipII : 11 ZenithViralShredderII : 6 FighterII : 12 AutocannonMinipodII : 8 SniperII : 5 BomberII : 9 InfiltratorII : 6 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 479.14 7/13/2014 9:58:42 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:25:12 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 9:59:10 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:25:40 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 358167 effectiveMetalForSalvageWave = floor(AISalvage) = 358167 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 437.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 10:01:45 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:28:13 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 10:02:13 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:28:41 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 358167 effectiveMetalForSalvageWave = floor(AISalvage) = 358167 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 437.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 10:02:40 AM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 7:29:01 7/13/2014 10:02:40 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:29:01 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 876.63 = FleetShipBudget for this wave's fleet ships = 876.63 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 7 BomberIV @ 10 each = 70.02 14 SniperIV @ 38.4 each = 537.58 10 CruiserIV @ 6.67 each = 66.67 9 FighterIV @ 6.67 each = 60 9 ZenithViralShredderIV @ 8 each = 72 8 AutocannonMinipodIV @ 3.92 each = 31.34 9 InfiltratorIV @ 4.8 each = 43.19 = After picking fleet ships, FleetShipBudget is now -4.17 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 73.62 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 DreadnoughtV @ 480 each = 480 = After picking starships, StarshipBudget is now -406.38 == Wave total ships: 67 TypesForDirectAdd count by type: BomberIV : 7 SniperIV : 14 CruiserIV : 10 FighterIV : 9 ZenithViralShredderIV : 9 AutocannonMinipodIV : 8 InfiltratorIV : 9 DreadnoughtV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1372.11 7/13/2014 10:06:36 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:31:14 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 983903 effectiveMetalForSalvageWave = floor(AISalvage) = 983903 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1201.05 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1201.05 7/13/2014 10:06:36 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:31:14 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1201.05 = FleetShipBudget for this wave's fleet ships = 1201.05 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 100.87 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 2 Dreadnought @ 96 each = 192 = After picking starships, StarshipBudget is now -91.13 == Wave total ships: 311 TypesForDirectAdd count by type: ElectricShuttle : 10 ArmorShip : 69 ArmorShipII : 40 ZenithHydra : 5 ZenithHydraHead : 128 ArmorShipIII : 22 ZenithHydraII : 10 ZenithHydraIII : 4 ZenithHydraIV : 9 ArmorShipIV : 11 PowerslaverII : 1 Dreadnought : 2 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1401.34 7/13/2014 10:07:04 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:31:42 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 358167 effectiveMetalForSalvageWave = floor(AISalvage) = 358167 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 437.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 10:07:24 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:32:02 normalWaveStrength:369.74 AccumulatedStrengthForNextWave:370.05 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 350.57 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 369.74 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 7/13/2014 10:07:24 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:32:02 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 370.05 = FleetShipBudget for this wave's fleet ships = 370.05 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.73 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 9 ZenithPolarizer @ 2 each = 18 6 AutocannonMinipod @ 0.98 each = 5.88 16 MissileShip @ 1.67 each = 26.66 9 Bomber @ 2.5 each = 22.5 3 Fighter @ 1.67 each = 5 5 Saboteur @ 4.8 each = 24 17 BomberII @ 5 each = 85.02 13 ZenithPolarizerII @ 4 each = 52 7 MissileShipII @ 3.33 each = 23.33 6 AutocannonMinipodII @ 1.96 each = 11.75 7 SaboteurII @ 9.6 each = 67.2 9 FighterII @ 3.33 each = 30 = After picking fleet ships, FleetShipBudget is now -1.3 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 31.08 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -64.92 == Wave total ships: 108 TypesForDirectAdd count by type: ZenithPolarizer : 9 AutocannonMinipod : 6 MissileShip : 16 Bomber : 9 Fighter : 3 Saboteur : 5 BomberII : 17 ZenithPolarizerII : 13 MissileShipII : 7 AutocannonMinipodII : 6 SaboteurII : 7 FighterII : 9 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 462.83 7/13/2014 10:10:50 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:34:43 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 358167 effectiveMetalForSalvageWave = floor(AISalvage) = 358167 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 437.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:34:54 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:13:08 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:35:22 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:13:36 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:36:01 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:14:15 normalWaveStrength:362.76 AccumulatedStrengthForNextWave:362.84 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 348.47 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 362.76 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 7/13/2014 1:36:01 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:14:15 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 362.84 = FleetShipBudget for this wave's fleet ships = 362.84 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.72 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 8 Fighter @ 1.67 each = 13.33 8 MissileShip @ 1.67 each = 13.33 8 ZenithPolarizer @ 2 each = 16 2 AutocannonMinipod @ 0.98 each = 1.96 10 Bomber @ 2.5 each = 25 7 Saboteur @ 4.8 each = 33.6 9 MissileShipII @ 3.33 each = 30 10 FighterII @ 3.33 each = 33.33 12 BomberII @ 5 each = 60.01 3 AutocannonMinipodII @ 1.96 each = 5.88 9 ZenithPolarizerII @ 4 each = 36 10 SaboteurII @ 9.6 each = 96 = After picking fleet ships, FleetShipBudget is now -1.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 30.47 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -65.53 == Wave total ships: 97 TypesForDirectAdd count by type: Fighter : 8 MissileShip : 8 ZenithPolarizer : 8 AutocannonMinipod : 2 Bomber : 10 Saboteur : 7 MissileShipII : 9 FighterII : 10 BomberII : 12 AutocannonMinipodII : 3 ZenithPolarizerII : 9 SaboteurII : 10 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 461.43 7/13/2014 1:37:55 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:16:09 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:38:23 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:16:37 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:40:56 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:19:10 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:41:24 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:19:38 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:42:08 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Nomad 4, wave size factor: 2 ; Game Time: 7:20:21 7/13/2014 1:42:08 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:20:21 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 871.38 = FleetShipBudget for this wave's fleet ships = 871.38 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, AutocannonMinipodIV, ZenithPolarizerIV, SaboteurIV ** Picked 19 SaboteurIV @ 19.2 each = 364.79 16 CruiserIV @ 6.67 each = 106.67 20 FighterIV @ 6.67 each = 133.33 12 ZenithPolarizerIV @ 8 each = 96 14 BomberIV @ 10 each = 140.03 8 AutocannonMinipodIV @ 3.92 each = 31.34 = After picking fleet ships, FleetShipBudget is now -0.79 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 73.18 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 LeechStarshipV @ 480 each = 480 = After picking starships, StarshipBudget is now -406.82 == Wave total ships: 90 TypesForDirectAdd count by type: SaboteurIV : 19 CruiserIV : 16 FighterIV : 20 ZenithPolarizerIV : 12 BomberIV : 14 AutocannonMinipodIV : 8 LeechStarshipV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1372.13 7/13/2014 1:43:57 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:22:11 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:44:26 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:22:39 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:45:28 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Nomad 4, wave size factor: 2 ; Game Time: 7:23:41 7/13/2014 1:45:28 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:23:41 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 871.38 = FleetShipBudget for this wave's fleet ships = 871.38 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, AutocannonMinipodIV, ZenithPolarizerIV, SaboteurIV ** Picked 12 FighterIV @ 6.67 each = 80 15 BomberIV @ 10 each = 150.04 16 CruiserIV @ 6.67 each = 106.67 19 SaboteurIV @ 19.2 each = 364.79 16 ZenithPolarizerIV @ 8 each = 128 11 AutocannonMinipodIV @ 3.92 each = 43.1 = After picking fleet ships, FleetShipBudget is now -1.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 73.18 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 BeamStarship @ 320 each = 320 = After picking starships, StarshipBudget is now -246.82 == Wave total ships: 90 TypesForDirectAdd count by type: FighterIV : 12 BomberIV : 15 CruiserIV : 16 SaboteurIV : 19 ZenithPolarizerIV : 16 AutocannonMinipodIV : 11 BeamStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1199.88 7/13/2014 1:45:31 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:23:44 normalWaveStrength:369.9 AccumulatedStrengthForNextWave:370.25 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 348.47 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 369.9 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 7/13/2014 1:45:31 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:23:44 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 370.25 = FleetShipBudget for this wave's fleet ships = 370.25 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.72 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: Bomber ** Picked 38 Bomber @ 2.5 each = 95.02 ** Picked 48 BomberII @ 5 each = 240.06 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 5 ZenithViralShredder @ 2 each = 10 ** Picked 7 ZenithViralShredderII @ 4 each = 28 = After picking fleet ships, FleetShipBudget is now -2.83 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 31.09 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -64.91 == Wave total ships: 99 TypesForDirectAdd count by type: Bomber : 38 BomberII : 48 ZenithViralShredder : 5 ZenithViralShredderII : 7 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 402 7/13/2014 1:46:59 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:25:12 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:47:27 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:25:40 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:48:49 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Nomad 4, wave size factor: 2 ; Game Time: 7:27:01 7/13/2014 1:48:49 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:27:01 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 871.38 = FleetShipBudget for this wave's fleet ships = 871.38 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, AutocannonMinipodIV, ZenithPolarizerIV, SaboteurIV ** Picked 17 FighterIV @ 6.67 each = 113.33 21 CruiserIV @ 6.67 each = 140 14 SaboteurIV @ 19.2 each = 268.79 13 BomberIV @ 10 each = 130.03 22 ZenithPolarizerIV @ 8 each = 176 12 AutocannonMinipodIV @ 3.92 each = 47.02 = After picking fleet ships, FleetShipBudget is now -3.79 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 73.18 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 DreadnoughtV @ 480 each = 480 = After picking starships, StarshipBudget is now -406.82 == Wave total ships: 100 TypesForDirectAdd count by type: FighterIV : 17 CruiserIV : 21 SaboteurIV : 14 BomberIV : 13 ZenithPolarizerIV : 22 AutocannonMinipodIV : 12 DreadnoughtV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1379.8 7/13/2014 1:50:00 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:28:13 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 126896 effectiveMetalForSalvageWave = floor(AISalvage) = 126896 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 154.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:50:28 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:28:41 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:52:34 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 7:30:03 7/13/2014 1:52:34 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:30:03 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 871.38 = FleetShipBudget for this wave's fleet ships = 871.38 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 9 SniperIV @ 38.4 each = 345.59 19 InfiltratorIV @ 4.8 each = 91.18 17 AutocannonMinipodIV @ 3.92 each = 66.61 11 BomberIV @ 10 each = 110.03 21 FighterIV @ 6.67 each = 140 7 CruiserIV @ 6.67 each = 46.67 10 ZenithViralShredderIV @ 8 each = 80 = After picking fleet ships, FleetShipBudget is now -8.69 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 73.18 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 DreadnoughtV @ 480 each = 480 = After picking starships, StarshipBudget is now -406.82 == Wave total ships: 95 TypesForDirectAdd count by type: SniperIV : 9 InfiltratorIV : 19 AutocannonMinipodIV : 17 BomberIV : 11 FighterIV : 21 CruiserIV : 7 ZenithViralShredderIV : 10 DreadnoughtV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1375.37 7/13/2014 1:52:52 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Nomad 4, wave size factor: 2 ; Game Time: 7:30:21 7/13/2014 1:52:52 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:30:21 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 871.38 = FleetShipBudget for this wave's fleet ships = 871.38 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, AutocannonMinipodIV, ZenithPolarizerIV, SaboteurIV ** Picked 13 SaboteurIV @ 19.2 each = 249.59 23 FighterIV @ 6.67 each = 153.34 7 CruiserIV @ 6.67 each = 46.67 23 BomberIV @ 10 each = 230.06 18 ZenithPolarizerIV @ 8 each = 144 13 AutocannonMinipodIV @ 3.92 each = 50.93 = After picking fleet ships, FleetShipBudget is now -3.2 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 73.18 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 WarbirdStarship @ 320 each = 320 = After picking starships, StarshipBudget is now -246.82 == Wave total ships: 98 TypesForDirectAdd count by type: SaboteurIV : 13 FighterIV : 23 CruiserIV : 7 BomberIV : 23 ZenithPolarizerIV : 18 AutocannonMinipodIV : 13 WarbirdStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1188.52 7/13/2014 1:53:45 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:31:14 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 284310 effectiveMetalForSalvageWave = floor(AISalvage) = 284310 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 347.06 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:54:21 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:31:42 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 1:54:38 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:31:59 normalWaveStrength:367.52 AccumulatedStrengthForNextWave:367.83 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 348.47 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 367.52 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 7/13/2014 1:54:38 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:31:59 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 367.83 = FleetShipBudget for this wave's fleet ships = 367.83 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.72 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 13 Bomber @ 2.5 each = 32.51 8 MissileShip @ 1.67 each = 13.33 4 ZenithPolarizer @ 2 each = 8 10 Fighter @ 1.67 each = 16.67 6 Saboteur @ 4.8 each = 28.8 4 AutocannonMinipod @ 0.98 each = 3.92 12 MissileShipII @ 3.33 each = 40 11 FighterII @ 3.33 each = 36.67 8 ZenithPolarizerII @ 4 each = 32 11 SaboteurII @ 9.6 each = 105.6 8 AutocannonMinipodII @ 1.96 each = 15.67 7 BomberII @ 5 each = 35.01 = After picking fleet ships, FleetShipBudget is now -0.33 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 30.89 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -65.11 == Wave total ships: 103 TypesForDirectAdd count by type: Bomber : 13 MissileShip : 8 ZenithPolarizer : 4 Fighter : 10 Saboteur : 6 AutocannonMinipod : 4 MissileShipII : 12 FighterII : 11 ZenithPolarizerII : 8 SaboteurII : 11 AutocannonMinipodII : 8 BomberII : 7 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 471.98 7/13/2014 1:56:30 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 7:33:23 7/13/2014 1:56:30 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:33:23 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 871.38 = FleetShipBudget for this wave's fleet ships = 871.38 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 11 SniperIV @ 38.4 each = 422.38 13 AutocannonMinipodIV @ 3.92 each = 50.93 15 BomberIV @ 10 each = 150.04 9 FighterIV @ 6.67 each = 60 12 ZenithViralShredderIV @ 8 each = 96 9 CruiserIV @ 6.67 each = 60 8 InfiltratorIV @ 4.8 each = 38.39 = After picking fleet ships, FleetShipBudget is now -6.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 73.18 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 AIRaidStarshipIV @ 256 each = 256 = After picking starships, StarshipBudget is now -182.82 == Wave total ships: 78 TypesForDirectAdd count by type: SniperIV : 11 AutocannonMinipodIV : 13 BomberIV : 15 FighterIV : 9 ZenithViralShredderIV : 12 CruiserIV : 9 InfiltratorIV : 8 AIRaidStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1127.71 7/13/2014 1:57:18 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Nomad 4, wave size factor: 2 ; Game Time: 7:33:41 7/13/2014 1:57:18 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:33:41 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 871.38 = FleetShipBudget for this wave's fleet ships = 871.38 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, AutocannonMinipodIV, ZenithPolarizerIV, SaboteurIV ** Picked 20 SaboteurIV @ 19.2 each = 383.98 15 BomberIV @ 10 each = 150.04 17 AutocannonMinipodIV @ 3.92 each = 66.61 9 ZenithPolarizerIV @ 8 each = 72 13 CruiserIV @ 6.67 each = 86.67 17 FighterIV @ 6.67 each = 113.33 = After picking fleet ships, FleetShipBudget is now -1.25 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 73.18 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 SpireStarshipIV @ 768 each = 768 = After picking starships, StarshipBudget is now -694.82 == Wave total ships: 92 TypesForDirectAdd count by type: SaboteurIV : 20 BomberIV : 15 AutocannonMinipodIV : 17 ZenithPolarizerIV : 9 CruiserIV : 13 FighterIV : 17 SpireStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1650.59 7/13/2014 1:58:21 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:34:15 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 978898 effectiveMetalForSalvageWave = floor(AISalvage) = 978898 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1194.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1194.94 7/13/2014 1:58:21 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:34:15 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1194.94 = FleetShipBudget for this wave's fleet ships = 1194.94 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 100.36 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -91.64 == Wave total ships: 328 TypesForDirectAdd count by type: YounglingVultureIII : 326 LeechStarship : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2148 7/13/2014 1:58:49 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:34:43 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 166 FleetShipBudget *= player.GetHandicapMultiplier() = 166 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 193.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 193.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 435.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:01:27 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 7:36:43 7/13/2014 2:01:27 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:36:43 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 166 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 871.38 = FleetShipBudget for this wave's fleet ships = 871.38 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 8 FighterIV @ 6.67 each = 53.33 11 AutocannonMinipodIV @ 3.92 each = 43.1 12 CruiserIV @ 6.67 each = 80 14 ZenithViralShredderIV @ 8 each = 112 13 BomberIV @ 10 each = 130.03 11 SniperIV @ 38.4 each = 422.38 7 InfiltratorIV @ 4.8 each = 33.59 = After picking fleet ships, FleetShipBudget is now -3.06 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 73.18 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 ZenithStarshipIV @ 768 each = 768 = After picking starships, StarshipBudget is now -694.82 == Wave total ships: 77 TypesForDirectAdd count by type: FighterIV : 8 AutocannonMinipodIV : 11 CruiserIV : 12 ZenithViralShredderIV : 14 BomberIV : 13 SniperIV : 11 InfiltratorIV : 7 ZenithStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1643.07 7/13/2014 2:01:55 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Nomad 4, wave size factor: 2 ; Game Time: 7:37:01 7/13/2014 2:01:55 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:37:01 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 876.63 = FleetShipBudget for this wave's fleet ships = 876.63 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, AutocannonMinipodIV, ZenithPolarizerIV, SaboteurIV ** Picked 18 SaboteurIV @ 19.2 each = 345.59 12 BomberIV @ 10 each = 120.03 23 ZenithPolarizerIV @ 8 each = 184 9 CruiserIV @ 6.67 each = 60 15 AutocannonMinipodIV @ 3.92 each = 58.77 17 FighterIV @ 6.67 each = 113.33 = After picking fleet ships, FleetShipBudget is now -5.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 73.62 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 DreadnoughtV @ 480 each = 480 = After picking starships, StarshipBudget is now -406.38 == Wave total ships: 95 TypesForDirectAdd count by type: SaboteurIV : 18 BomberIV : 12 ZenithPolarizerIV : 23 CruiserIV : 9 AutocannonMinipodIV : 15 FighterIV : 17 DreadnoughtV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1372.36 7/13/2014 2:02:18 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:37:16 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 801711 effectiveMetalForSalvageWave = floor(AISalvage) = 801711 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 978.65 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 978.65 7/13/2014 2:02:18 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:37:16 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 978.65 = FleetShipBudget for this wave's fleet ships = 978.65 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 82.19 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -13.81 == Wave total ships: 511 TypesForDirectAdd count by type: YounglingVultureII : 213 CoreYounglingTiger : 297 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 3918 7/13/2014 2:03:41 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:37:44 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:10:53 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 7:40:03 7/13/2014 2:10:53 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:40:03 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 168 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 881.88 = FleetShipBudget for this wave's fleet ships = 881.88 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: BomberIV, BomberIV, BomberIV, BomberIV, CoreBomber ** Picked 17 CoreBomber @ 12.5 each = 212.55 59 BomberIV @ 10 each = 590.14 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 1 FighterIV @ 6.67 each = 6.67 1 InfiltratorIV @ 4.8 each = 4.8 2 BomberIV @ 10 each = 20 1 CruiserIV @ 6.67 each = 6.67 2 SniperIV @ 38.4 each = 76.8 = After picking fleet ships, FleetShipBudget is now -35.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 74.06 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 AIRaidStarshipIV @ 256 each = 256 = After picking starships, StarshipBudget is now -181.94 == Wave total ships: 84 TypesForDirectAdd count by type: CoreBomber : 17 BomberIV : 61 FighterIV : 1 InfiltratorIV : 1 CruiserIV : 1 SniperIV : 2 AIRaidStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1011.6 7/13/2014 2:11:11 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:40:17 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 549743 effectiveMetalForSalvageWave = floor(AISalvage) = 549743 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 671.07 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 168 FleetShipBudget *= player.GetHandicapMultiplier() = 168 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 195.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 195.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 440.94 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 671.07 7/13/2014 2:11:11 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:40:17 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 168 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 671.07 = FleetShipBudget for this wave's fleet ships = 671.07 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 56.36 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -39.64 == Wave total ships: 381 TypesForDirectAdd count by type: YounglingVultureII : 217 CoreYounglingTiger : 163 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2594 7/13/2014 2:11:15 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Nomad 4, wave size factor: 2 ; Game Time: 7:40:21 7/13/2014 2:11:15 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:40:21 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 168 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 881.88 = FleetShipBudget for this wave's fleet ships = 881.88 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, AutocannonMinipodIV, ZenithPolarizerIV, SaboteurIV ** Picked 12 AutocannonMinipodIV @ 3.92 each = 47.02 12 FighterIV @ 6.67 each = 80 16 ZenithPolarizerIV @ 8 each = 128 14 CruiserIV @ 6.67 each = 93.33 21 SaboteurIV @ 19.2 each = 403.18 14 BomberIV @ 10 each = 140.03 = After picking fleet ships, FleetShipBudget is now -9.69 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 74.06 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 DreadnoughtV @ 480 each = 480 = After picking starships, StarshipBudget is now -405.94 == Wave total ships: 90 TypesForDirectAdd count by type: AutocannonMinipodIV : 12 FighterIV : 12 ZenithPolarizerIV : 16 CruiserIV : 14 SaboteurIV : 21 BomberIV : 14 DreadnoughtV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1378.2 7/13/2014 2:12:58 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:40:45 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 168 FleetShipBudget *= player.GetHandicapMultiplier() = 168 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 195.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 195.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 440.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:13:29 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:40:56 normalWaveStrength:357.49 AccumulatedStrengthForNextWave:357.67 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 168 FleetShipBudget *= player.GetHandicapMultiplier() = 168 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 195.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 195.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 440.94 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 352.66 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 357.49 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 7/13/2014 2:13:29 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:40:56 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 168 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 357.67 = FleetShipBudget for this wave's fleet ships = 357.67 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.73 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 7 Fighter @ 1.67 each = 11.67 10 ZenithViralShredder @ 2 each = 20 4 Infiltrator @ 1.2 each = 4.8 10 Bomber @ 2.5 each = 25 3 Sniper @ 9.6 each = 28.8 5 MissileShip @ 1.67 each = 8.33 5 AutocannonMinipod @ 0.98 each = 4.9 6 MissileShipII @ 3.33 each = 20 10 AutocannonMinipodII @ 1.96 each = 19.59 13 BomberII @ 5 each = 65.02 8 FighterII @ 3.33 each = 26.67 5 InfiltratorII @ 2.4 each = 12 4 ZenithViralShredderII @ 4 each = 16 5 SniperII @ 19.2 each = 96 = After picking fleet ships, FleetShipBudget is now -1.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 30.04 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -65.96 == Wave total ships: 96 TypesForDirectAdd count by type: Fighter : 7 ZenithViralShredder : 10 Infiltrator : 4 Bomber : 10 Sniper : 3 MissileShip : 5 AutocannonMinipod : 5 MissileShipII : 6 AutocannonMinipodII : 10 BomberII : 13 FighterII : 8 InfiltratorII : 5 ZenithViralShredderII : 4 SniperII : 5 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 450.08 7/13/2014 2:19:21 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:43:18 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 32451 effectiveMetalForSalvageWave = floor(AISalvage) = 32451 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 39.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 168 FleetShipBudget *= player.GetHandicapMultiplier() = 168 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 195.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 195.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 440.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:20:01 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:43:46 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 168 FleetShipBudget *= player.GetHandicapMultiplier() = 168 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 195.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 195.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 440.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:21:58 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 7:44:59 7/13/2014 2:21:58 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:44:59 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 168 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 881.88 = FleetShipBudget for this wave's fleet ships = 881.88 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: BomberIV, BomberIV, BomberIV, BomberIV, CoreBomber ** Picked 59 BomberIV @ 10 each = 590.14 17 CoreBomber @ 12.5 each = 212.55 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 1 ZenithViralShredderIV @ 8 each = 8 1 FighterIV @ 6.67 each = 6.67 2 BomberIV @ 10 each = 20 1 InfiltratorIV @ 4.8 each = 4.8 1 SniperIV @ 38.4 each = 38.4 1 CruiserIV @ 6.67 each = 6.67 = After picking fleet ships, FleetShipBudget is now -5.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 74.06 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 ZenithStarshipIV @ 768 each = 768 = After picking starships, StarshipBudget is now -693.94 == Wave total ships: 84 TypesForDirectAdd count by type: BomberIV : 61 CoreBomber : 17 ZenithViralShredderIV : 1 FighterIV : 1 InfiltratorIV : 1 SniperIV : 1 CruiserIV : 1 ZenithStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1493.2 7/13/2014 2:26:08 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:46:19 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 131055 effectiveMetalForSalvageWave = floor(AISalvage) = 131055 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 159.98 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 169 FleetShipBudget *= player.GetHandicapMultiplier() = 169 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 197.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 197.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 443.56 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:27:24 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:46:47 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 169 FleetShipBudget *= player.GetHandicapMultiplier() = 169 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 197.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 197.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 443.56 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:30:25 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 7:48:19 7/13/2014 2:30:25 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:48:19 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 169 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 887.13 = FleetShipBudget for this wave's fleet ships = 887.13 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 10 AutocannonMinipodIV @ 3.92 each = 39.18 11 SniperIV @ 38.4 each = 422.38 18 CruiserIV @ 6.67 each = 120 17 FighterIV @ 6.67 each = 113.33 13 InfiltratorIV @ 4.8 each = 62.38 9 BomberIV @ 10 each = 90.02 5 ZenithViralShredderIV @ 8 each = 40 = After picking fleet ships, FleetShipBudget is now -0.18 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 74.5 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 LeechStarshipV @ 480 each = 480 = After picking starships, StarshipBudget is now -405.5 == Wave total ships: 84 TypesForDirectAdd count by type: AutocannonMinipodIV : 10 SniperIV : 11 CruiserIV : 18 FighterIV : 17 InfiltratorIV : 13 BomberIV : 9 ZenithViralShredderIV : 5 LeechStarshipV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1395.95 7/13/2014 2:32:05 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:49:03 normalWaveStrength:357.19 AccumulatedStrengthForNextWave:357.41 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 169 FleetShipBudget *= player.GetHandicapMultiplier() = 169 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 197.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 197.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 443.56 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 354.76 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 357.19 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 445.57 7/13/2014 2:32:05 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:49:03 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 169 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 445.57 = FleetShipBudget for this wave's fleet ships = 445.57 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.73 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 60 ZenithPolarizer @ 2 each = 120 ** Picked 82 ZenithPolarizerII @ 4 each = 328 = After picking fleet ships, FleetShipBudget is now -2.43 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 37.42 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -58.58 == Wave total ships: 143 TypesForDirectAdd count by type: ZenithPolarizer : 60 ZenithPolarizerII : 82 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 544 7/13/2014 2:32:22 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:49:20 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 583226 effectiveMetalForSalvageWave = floor(AISalvage) = 583226 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 711.95 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 169 FleetShipBudget *= player.GetHandicapMultiplier() = 169 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 197.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 197.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 443.56 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 711.95 7/13/2014 2:32:22 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:49:20 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 169 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 711.95 = FleetShipBudget for this wave's fleet ships = 711.95 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 59.79 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -36.21 == Wave total ships: 185 TypesForDirectAdd count by type: CoreYounglingTiger : 184 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1936 7/13/2014 2:32:50 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:49:48 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 169 FleetShipBudget *= player.GetHandicapMultiplier() = 169 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 197.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 197.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 443.56 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:35:02 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 7:51:39 7/13/2014 2:35:02 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:51:39 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 169 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 887.13 = FleetShipBudget for this wave's fleet ships = 887.13 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 13 ZenithViralShredderIV @ 8 each = 104 11 SniperIV @ 38.4 each = 422.38 11 BomberIV @ 10 each = 110.03 11 CruiserIV @ 6.67 each = 73.33 15 FighterIV @ 6.67 each = 100 6 InfiltratorIV @ 4.8 each = 28.79 13 AutocannonMinipodIV @ 3.92 each = 50.93 = After picking fleet ships, FleetShipBudget is now -2.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 74.5 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 BeamStarship @ 320 each = 320 = After picking starships, StarshipBudget is now -245.5 == Wave total ships: 81 TypesForDirectAdd count by type: ZenithViralShredderIV : 13 SniperIV : 11 BomberIV : 11 CruiserIV : 11 FighterIV : 15 InfiltratorIV : 6 AutocannonMinipodIV : 13 BeamStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1222.11 7/13/2014 2:35:45 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:52:21 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 169963 effectiveMetalForSalvageWave = floor(AISalvage) = 169963 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 207.47 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 169 FleetShipBudget *= player.GetHandicapMultiplier() = 169 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 197.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 197.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 443.56 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:36:27 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:52:49 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 169 FleetShipBudget *= player.GetHandicapMultiplier() = 169 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 197.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 197.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 443.56 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:38:50 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 7:54:59 7/13/2014 2:38:50 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:54:59 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 169 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 887.13 = FleetShipBudget for this wave's fleet ships = 887.13 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 16 BomberIV @ 10 each = 160.04 12 FighterIV @ 6.67 each = 80 14 ZenithViralShredderIV @ 8 each = 112 14 CruiserIV @ 6.67 each = 93.33 13 AutocannonMinipodIV @ 3.92 each = 50.93 13 InfiltratorIV @ 4.8 each = 62.38 9 SniperIV @ 38.4 each = 345.59 = After picking fleet ships, FleetShipBudget is now -17.15 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 74.5 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 BeamStarship @ 320 each = 320 = After picking starships, StarshipBudget is now -245.5 == Wave total ships: 92 TypesForDirectAdd count by type: BomberIV : 16 FighterIV : 12 ZenithViralShredderIV : 14 CruiserIV : 14 AutocannonMinipodIV : 13 InfiltratorIV : 13 SniperIV : 9 BeamStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1226.9 7/13/2014 2:40:37 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:55:22 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 304333 effectiveMetalForSalvageWave = floor(AISalvage) = 304333 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 371.5 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 169 FleetShipBudget *= player.GetHandicapMultiplier() = 169 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 197.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 197.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 443.56 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:41:05 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:55:50 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 169 FleetShipBudget *= player.GetHandicapMultiplier() = 169 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 197.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 197.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 443.56 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:43:34 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 7:58:19 7/13/2014 2:43:34 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:58:19 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 169 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 887.13 = FleetShipBudget for this wave's fleet ships = 887.13 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 12 ZenithViralShredderIV @ 8 each = 96 9 CruiserIV @ 6.67 each = 60 12 BomberIV @ 10 each = 120.03 9 FighterIV @ 6.67 each = 60 13 SniperIV @ 38.4 each = 499.18 8 AutocannonMinipodIV @ 3.92 each = 31.34 5 InfiltratorIV @ 4.8 each = 23.99 = After picking fleet ships, FleetShipBudget is now -3.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 74.5 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 CoreStarship @ 480 each = 480 = After picking starships, StarshipBudget is now -405.5 == Wave total ships: 69 TypesForDirectAdd count by type: ZenithViralShredderIV : 12 CruiserIV : 9 BomberIV : 12 FighterIV : 9 SniperIV : 13 AutocannonMinipodIV : 8 InfiltratorIV : 5 CoreStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1370.52 7/13/2014 2:43:38 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:58:23 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 804184 effectiveMetalForSalvageWave = floor(AISalvage) = 804184 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 981.67 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 169 FleetShipBudget *= player.GetHandicapMultiplier() = 169 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 197.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 197.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 443.56 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 981.67 7/13/2014 2:43:38 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:58:23 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 169 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 981.67 = FleetShipBudget for this wave's fleet ships = 981.67 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 82.44 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -13.56 == Wave total ships: 463 TypesForDirectAdd count by type: YounglingVultureIII : 125 YounglingVultureII : 337 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2194 7/13/2014 2:43:43 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:58:28 normalWaveStrength:369.31 AccumulatedStrengthForNextWave:369.63 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 169 FleetShipBudget *= player.GetHandicapMultiplier() = 169 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 197.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 197.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 443.56 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 354.76 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 369.31 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 7/13/2014 2:43:43 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:58:28 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 169 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 369.63 = FleetShipBudget for this wave's fleet ships = 369.63 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.73 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 5 Infiltrator @ 1.2 each = 6 9 AutocannonMinipod @ 0.98 each = 8.82 5 MissileShip @ 1.67 each = 8.33 3 Bomber @ 2.5 each = 7.5 8 ZenithViralShredder @ 2 each = 16 6 Sniper @ 9.6 each = 57.6 2 Fighter @ 1.67 each = 3.33 10 SniperII @ 19.2 each = 191.99 6 AutocannonMinipodII @ 1.96 each = 11.75 6 InfiltratorII @ 2.4 each = 14.4 5 BomberII @ 5 each = 25.01 5 ZenithViralShredderII @ 4 each = 20 2 MissileShipII @ 3.33 each = 6.67 1 FighterII @ 3.33 each = 3.33 = After picking fleet ships, FleetShipBudget is now -11.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 31.04 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -64.96 == Wave total ships: 74 TypesForDirectAdd count by type: Infiltrator : 5 AutocannonMinipod : 9 MissileShip : 5 Bomber : 3 ZenithViralShredder : 8 Sniper : 6 Fighter : 2 SniperII : 10 AutocannonMinipodII : 6 InfiltratorII : 6 BomberII : 5 ZenithViralShredderII : 5 MissileShipII : 2 FighterII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 474.55 7/13/2014 2:44:46 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:58:51 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 169 FleetShipBudget *= player.GetHandicapMultiplier() = 169 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 197.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 197.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 443.56 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:50:29 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:01:30 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1030012 effectiveMetalForSalvageWave = floor(AISalvage) = 1030012 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1257.34 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 169 FleetShipBudget *= player.GetHandicapMultiplier() = 169 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 197.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 197.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 443.56 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1257.34 7/13/2014 2:50:29 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:01:30 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 169 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 1257.34 = FleetShipBudget for this wave's fleet ships = 1257.34 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 105.6 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -86.4 == Wave total ships: 713 TypesForDirectAdd count by type: YounglingVultureIII : 185 YounglingVulture : 346 YounglingVultureII : 180 Dreadnought : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2714 7/13/2014 2:50:54 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 8:01:39 7/13/2014 2:50:54 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:01:39 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 170 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 892.38 = FleetShipBudget for this wave's fleet ships = 892.38 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 13 InfiltratorIV @ 4.8 each = 62.38 15 AutocannonMinipodIV @ 3.92 each = 58.77 11 SniperIV @ 38.4 each = 422.38 15 CruiserIV @ 6.67 each = 100 14 ZenithViralShredderIV @ 8 each = 112 14 FighterIV @ 6.67 each = 93.33 8 BomberIV @ 10 each = 80.02 = After picking fleet ships, FleetShipBudget is now -36.52 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 74.95 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 BeamStarship @ 320 each = 320 = After picking starships, StarshipBudget is now -245.05 == Wave total ships: 91 TypesForDirectAdd count by type: InfiltratorIV : 13 AutocannonMinipodIV : 15 SniperIV : 11 CruiserIV : 15 ZenithViralShredderIV : 14 FighterIV : 14 BomberIV : 8 BeamStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1271.54 7/13/2014 2:51:09 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:01:52 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 284033 effectiveMetalForSalvageWave = floor(AISalvage) = 284033 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 346.72 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 170 FleetShipBudget *= player.GetHandicapMultiplier() = 170 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 198.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 198.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 446.19 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:54:36 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:04:31 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 447942 effectiveMetalForSalvageWave = floor(AISalvage) = 447942 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 546.8 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 171 FleetShipBudget *= player.GetHandicapMultiplier() = 171 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 199.47 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 199.47 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 448.81 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:55:45 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:04:53 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 284033 effectiveMetalForSalvageWave = floor(AISalvage) = 284033 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 346.72 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 171 FleetShipBudget *= player.GetHandicapMultiplier() = 171 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 199.47 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 199.47 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 448.81 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 2:55:52 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 8:04:59 7/13/2014 2:55:52 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:04:59 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 171 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 897.62 = FleetShipBudget for this wave's fleet ships = 897.62 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 8 SniperIV @ 38.4 each = 307.19 21 CruiserIV @ 6.67 each = 140 14 BomberIV @ 10 each = 140.03 16 InfiltratorIV @ 4.8 each = 76.78 14 ZenithViralShredderIV @ 8 each = 112 13 FighterIV @ 6.67 each = 86.67 11 AutocannonMinipodIV @ 3.92 each = 43.1 = After picking fleet ships, FleetShipBudget is now -8.15 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 75.39 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 DreadnoughtV @ 480 each = 480 = After picking starships, StarshipBudget is now -404.61 == Wave total ships: 98 TypesForDirectAdd count by type: SniperIV : 8 CruiserIV : 21 BomberIV : 14 InfiltratorIV : 16 ZenithViralShredderIV : 14 FighterIV : 13 AutocannonMinipodIV : 11 DreadnoughtV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1403.07 7/13/2014 3:01:09 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 8:07:02 normalWaveStrength:380.81 AccumulatedStrengthForNextWave:381.07 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 361.06 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 380.81 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.36 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 447.83 7/13/2014 3:01:09 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:07:02 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 447.83 = FleetShipBudget for this wave's fleet ships = 447.83 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 8 MissileShip @ 1.67 each = 13.33 9 Bomber @ 2.5 each = 22.5 3 AutocannonMinipod @ 0.98 each = 2.94 7 ZenithPolarizer @ 2 each = 14 11 Saboteur @ 4.8 each = 52.8 7 Fighter @ 1.67 each = 11.67 11 BomberII @ 5 each = 55.01 7 MissileShipII @ 3.33 each = 23.33 14 SaboteurII @ 9.6 each = 134.39 12 ZenithPolarizerII @ 4 each = 48 15 FighterII @ 3.33 each = 50 11 AutocannonMinipodII @ 1.96 each = 21.55 = After picking fleet ships, FleetShipBudget is now -1.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 37.61 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -58.39 == Wave total ships: 116 TypesForDirectAdd count by type: MissileShip : 8 Bomber : 9 AutocannonMinipod : 3 ZenithPolarizer : 7 Saboteur : 11 Fighter : 7 BomberII : 11 MissileShipII : 7 SaboteurII : 14 ZenithPolarizerII : 12 FighterII : 15 AutocannonMinipodII : 11 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 549.68 7/13/2014 3:01:39 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:07:32 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 537933 effectiveMetalForSalvageWave = floor(AISalvage) = 537933 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 656.66 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 3:02:02 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:07:54 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 284033 effectiveMetalForSalvageWave = floor(AISalvage) = 284033 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 346.72 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/13/2014 3:02:27 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 8:08:19 7/13/2014 3:02:27 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:08:19 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 902.87 = FleetShipBudget for this wave's fleet ships = 902.87 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 13 CruiserIV @ 6.67 each = 86.67 9 AutocannonMinipodIV @ 3.92 each = 35.26 14 FighterIV @ 6.67 each = 93.33 13 SniperIV @ 38.4 each = 499.18 8 ZenithViralShredderIV @ 8 each = 64 8 BomberIV @ 10 each = 80.02 10 InfiltratorIV @ 4.8 each = 47.99 = After picking fleet ships, FleetShipBudget is now -3.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 75.83 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 SpireStarshipIV @ 768 each = 768 = After picking starships, StarshipBudget is now -692.17 == Wave total ships: 76 TypesForDirectAdd count by type: CruiserIV : 13 AutocannonMinipodIV : 9 FighterIV : 14 SniperIV : 13 ZenithViralShredderIV : 8 BomberIV : 8 InfiltratorIV : 10 SpireStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1694.43 7/14/2014 8:39:24 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:10:33 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 551615 effectiveMetalForSalvageWave = floor(AISalvage) = 551615 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 673.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/14/2014 8:40:06 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:10:55 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 643983 effectiveMetalForSalvageWave = floor(AISalvage) = 643983 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 786.11 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 786.11 7/14/2014 8:40:06 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:10:55 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 786.11 = FleetShipBudget for this wave's fleet ships = 786.11 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 15 Bomber @ 2.5 each = 37.51 9 AutocannonMinipod @ 0.98 each = 8.82 17 Saboteur @ 4.8 each = 81.6 14 Fighter @ 1.67 each = 23.33 13 MissileShip @ 1.67 each = 21.66 13 ZenithPolarizer @ 2 each = 26 22 AutocannonMinipodII @ 1.96 each = 43.1 26 MissileShipII @ 3.33 each = 86.66 22 FighterII @ 3.33 each = 73.33 22 SaboteurII @ 9.6 each = 211.19 25 ZenithPolarizerII @ 4 each = 100 15 BomberII @ 5 each = 75.02 = After picking fleet ships, FleetShipBudget is now -2.11 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 66.02 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -29.98 == Wave total ships: 214 TypesForDirectAdd count by type: Bomber : 15 AutocannonMinipod : 9 Saboteur : 17 Fighter : 14 MissileShip : 13 ZenithPolarizer : 13 AutocannonMinipodII : 22 MissileShipII : 26 FighterII : 22 SaboteurII : 22 ZenithPolarizerII : 25 BomberII : 15 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 902.7 7/14/2014 8:42:00 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Copo, wave size factor: 2 ; Game Time: 8:11:38 7/14/2014 8:42:00 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:11:38 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 173 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 908.12 = FleetShipBudget for this wave's fleet ships = 908.12 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 14 BomberIV @ 10 each = 140.03 16 AutocannonMinipodIV @ 3.92 each = 62.69 12 CruiserIV @ 6.67 each = 80 11 ZenithViralShredderIV @ 8 each = 88 10 SniperIV @ 38.4 each = 383.98 9 InfiltratorIV @ 4.8 each = 43.19 19 FighterIV @ 6.67 each = 126.67 = After picking fleet ships, FleetShipBudget is now -16.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 76.27 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 WarbirdStarship @ 320 each = 320 = After picking starships, StarshipBudget is now -243.73 == Wave total ships: 92 TypesForDirectAdd count by type: BomberIV : 14 AutocannonMinipodIV : 16 CruiserIV : 12 ZenithViralShredderIV : 11 SniperIV : 10 InfiltratorIV : 9 FighterIV : 19 WarbirdStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1257.86 7/14/2014 8:45:46 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:13:34 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 551615 effectiveMetalForSalvageWave = floor(AISalvage) = 551615 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 673.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 174 FleetShipBudget *= player.GetHandicapMultiplier() = 174 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 202.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 202.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 456.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/14/2014 8:46:08 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:13:56 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 942902 effectiveMetalForSalvageWave = floor(AISalvage) = 942902 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1151 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 174 FleetShipBudget *= player.GetHandicapMultiplier() = 174 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 202.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 202.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 456.69 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1151 7/14/2014 8:46:08 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:13:56 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 174 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1151 = FleetShipBudget for this wave's fleet ships = 1151 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.76 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 25 AutocannonMinipod @ 0.98 each = 24.49 18 ZenithPolarizer @ 2 each = 36 22 MissileShip @ 1.67 each = 36.66 16 Bomber @ 2.5 each = 40.01 26 Fighter @ 1.67 each = 43.33 21 Saboteur @ 4.8 each = 100.8 26 SaboteurII @ 9.6 each = 249.59 27 FighterII @ 3.33 each = 90 40 BomberII @ 5 each = 200.05 33 MissileShipII @ 3.33 each = 110 41 ZenithPolarizerII @ 4 each = 164 32 AutocannonMinipodII @ 1.96 each = 62.69 = After picking fleet ships, FleetShipBudget is now -6.6 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 96.67 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -95.33 == Wave total ships: 329 TypesForDirectAdd count by type: AutocannonMinipod : 25 ZenithPolarizer : 18 MissileShip : 22 Bomber : 16 Fighter : 26 Saboteur : 21 SaboteurII : 26 FighterII : 27 BomberII : 40 MissileShipII : 33 ZenithPolarizerII : 41 AutocannonMinipodII : 32 LeechStarship : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1357.56 7/14/2014 8:47:53 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Copo, wave size factor: 2 ; Game Time: 8:14:58 7/14/2014 8:47:53 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:14:58 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 174 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 913.37 = FleetShipBudget for this wave's fleet ships = 913.37 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 18 CruiserIV @ 6.67 each = 120 12 SniperIV @ 38.4 each = 460.78 11 BomberIV @ 10 each = 110.03 9 ZenithViralShredderIV @ 8 each = 72 14 AutocannonMinipodIV @ 3.92 each = 54.85 9 FighterIV @ 6.67 each = 60 13 InfiltratorIV @ 4.8 each = 62.38 = After picking fleet ships, FleetShipBudget is now -26.67 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 76.71 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 AIRaidStarshipIV @ 256 each = 256 = After picking starships, StarshipBudget is now -179.29 == Wave total ships: 87 TypesForDirectAdd count by type: CruiserIV : 18 SniperIV : 12 BomberIV : 11 ZenithViralShredderIV : 9 AutocannonMinipodIV : 14 FighterIV : 9 InfiltratorIV : 13 AIRaidStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1210.02 7/14/2014 8:51:34 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 8:16:32 normalWaveStrength:387.73 AccumulatedStrengthForNextWave:387.92 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 174 FleetShipBudget *= player.GetHandicapMultiplier() = 174 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 202.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 202.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 456.69 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 365.26 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 387.73 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.36 7/14/2014 8:51:34 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:16:32 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 174 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 387.92 = FleetShipBudget for this wave's fleet ships = 387.92 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.76 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 3 ZenithViralShredder @ 2 each = 6 5 Infiltrator @ 1.2 each = 6 9 Fighter @ 1.67 each = 15 7 MissileShip @ 1.67 each = 11.67 5 Sniper @ 9.6 each = 48 4 AutocannonMinipod @ 0.98 each = 3.92 2 Bomber @ 2.5 each = 5 5 ZenithViralShredderII @ 4 each = 20 11 AutocannonMinipodII @ 1.96 each = 21.55 11 FighterII @ 3.33 each = 36.67 8 InfiltratorII @ 2.4 each = 19.2 7 SniperII @ 19.2 each = 134.39 7 BomberII @ 5 each = 35.01 10 MissileShipII @ 3.33 each = 33.33 = After picking fleet ships, FleetShipBudget is now -7.81 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 32.58 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -63.42 == Wave total ships: 95 TypesForDirectAdd count by type: ZenithViralShredder : 3 Infiltrator : 5 Fighter : 9 MissileShip : 7 Sniper : 5 AutocannonMinipod : 4 Bomber : 2 ZenithViralShredderII : 5 AutocannonMinipodII : 11 FighterII : 11 InfiltratorII : 8 SniperII : 7 BomberII : 7 MissileShipII : 10 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 503.05 7/14/2014 8:51:37 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:16:35 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 551615 effectiveMetalForSalvageWave = floor(AISalvage) = 551615 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 673.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 174 FleetShipBudget *= player.GetHandicapMultiplier() = 174 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 202.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 202.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 456.69 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/14/2014 8:52:40 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:16:57 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 693281 effectiveMetalForSalvageWave = floor(AISalvage) = 693281 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 846.29 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 174 FleetShipBudget *= player.GetHandicapMultiplier() = 174 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 202.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 202.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 456.69 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 846.29 7/14/2014 8:52:40 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:16:57 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 174 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 846.29 = FleetShipBudget for this wave's fleet ships = 846.29 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.76 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 24 Fighter @ 1.67 each = 40 15 Saboteur @ 4.8 each = 72 9 AutocannonMinipod @ 0.98 each = 8.82 14 ZenithPolarizer @ 2 each = 28 15 MissileShip @ 1.67 each = 25 14 Bomber @ 2.5 each = 35.01 28 FighterII @ 3.33 each = 93.33 20 MissileShipII @ 3.33 each = 66.67 19 ZenithPolarizerII @ 4 each = 76 29 BomberII @ 5 each = 145.04 22 SaboteurII @ 9.6 each = 211.19 24 AutocannonMinipodII @ 1.96 each = 47.02 = After picking fleet ships, FleetShipBudget is now -1.76 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 71.07 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -24.93 == Wave total ships: 234 TypesForDirectAdd count by type: Fighter : 24 Saboteur : 15 AutocannonMinipod : 9 ZenithPolarizer : 14 MissileShip : 15 Bomber : 14 FighterII : 28 MissileShipII : 20 ZenithPolarizerII : 19 BomberII : 29 SaboteurII : 22 AutocannonMinipodII : 24 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 953.02 7/14/2014 8:55:06 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Copo, wave size factor: 2 ; Game Time: 8:18:18 7/14/2014 8:55:06 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:18:18 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 174 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 913.37 = FleetShipBudget for this wave's fleet ships = 913.37 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 6 ZenithViralShredderIV @ 8 each = 48 14 SniperIV @ 38.4 each = 537.58 13 BomberIV @ 10 each = 130.03 14 FighterIV @ 6.67 each = 93.33 10 AutocannonMinipodIV @ 3.92 each = 39.18 4 InfiltratorIV @ 4.8 each = 19.2 7 CruiserIV @ 6.67 each = 46.67 = After picking fleet ships, FleetShipBudget is now -0.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 76.71 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 BomberStarshipIV @ 384 each = 384 = After picking starships, StarshipBudget is now -307.29 == Wave total ships: 69 TypesForDirectAdd count by type: ZenithViralShredderIV : 6 SniperIV : 14 BomberIV : 13 FighterIV : 14 AutocannonMinipodIV : 10 InfiltratorIV : 4 CruiserIV : 7 BomberStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1299.95 7/14/2014 8:57:13 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:19:36 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 551615 effectiveMetalForSalvageWave = floor(AISalvage) = 551615 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 673.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 175 FleetShipBudget *= player.GetHandicapMultiplier() = 175 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 204.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 204.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 459.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/14/2014 8:57:36 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:19:59 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 405806 effectiveMetalForSalvageWave = floor(AISalvage) = 405806 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 495.37 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 175 FleetShipBudget *= player.GetHandicapMultiplier() = 175 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 204.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 204.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 459.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/14/2014 8:59:53 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Copo, wave size factor: 2 ; Game Time: 8:21:38 7/14/2014 8:59:53 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:21:38 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 175 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 918.62 = FleetShipBudget for this wave's fleet ships = 918.62 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: BomberIV, BomberIV, BomberIV, BomberIV, CoreBomber ** Picked 59 BomberIV @ 10 each = 590.14 19 CoreBomber @ 12.5 each = 237.56 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 1 BomberIV @ 10 each = 10 3 AutocannonMinipodIV @ 3.92 each = 11.75 2 SniperIV @ 38.4 each = 76.8 1 ZenithViralShredderIV @ 8 each = 8 1 CruiserIV @ 6.67 each = 6.67 = After picking fleet ships, FleetShipBudget is now -22.3 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 77.15 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 DreadnoughtV @ 480 each = 480 = After picking starships, StarshipBudget is now -402.85 == Wave total ships: 87 TypesForDirectAdd count by type: BomberIV : 60 CoreBomber : 19 AutocannonMinipodIV : 3 SniperIV : 2 ZenithViralShredderIV : 1 CruiserIV : 1 DreadnoughtV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1254.55 7/14/2014 9:00:52 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:22:37 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 551615 effectiveMetalForSalvageWave = floor(AISalvage) = 551615 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 673.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 175 FleetShipBudget *= player.GetHandicapMultiplier() = 175 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 204.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 204.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 459.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/14/2014 9:01:17 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:23:00 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 682560 effectiveMetalForSalvageWave = floor(AISalvage) = 682560 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 833.2 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 175 FleetShipBudget *= player.GetHandicapMultiplier() = 175 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 204.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 204.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 459.31 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 833.2 7/14/2014 9:01:17 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:23:00 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 175 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 833.2 = FleetShipBudget for this wave's fleet ships = 833.2 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.76 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 18 Bomber @ 2.5 each = 45.01 14 Saboteur @ 4.8 each = 67.2 12 AutocannonMinipod @ 0.98 each = 11.75 22 ZenithPolarizer @ 2 each = 44 9 MissileShip @ 1.67 each = 15 11 Fighter @ 1.67 each = 18.33 21 ZenithPolarizerII @ 4 each = 84 19 MissileShipII @ 3.33 each = 63.33 19 FighterII @ 3.33 each = 63.33 25 SaboteurII @ 9.6 each = 239.99 24 BomberII @ 5 each = 120.03 32 AutocannonMinipodII @ 1.96 each = 62.69 = After picking fleet ships, FleetShipBudget is now -1.46 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 69.98 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -26.02 == Wave total ships: 227 TypesForDirectAdd count by type: Bomber : 18 Saboteur : 14 AutocannonMinipod : 12 ZenithPolarizer : 22 MissileShip : 9 Fighter : 11 ZenithPolarizerII : 21 MissileShipII : 19 FighterII : 19 SaboteurII : 25 BomberII : 24 AutocannonMinipodII : 32 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 929.63 7/14/2014 9:03:18 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 8:24:52 normalWaveStrength:387.45 AccumulatedStrengthForNextWave:387.54 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 175 FleetShipBudget *= player.GetHandicapMultiplier() = 175 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 204.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 204.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 459.31 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 367.36 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 387.45 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.36 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 410.31 7/14/2014 9:03:18 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:24:52 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 175 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 410.31 = FleetShipBudget for this wave's fleet ships = 410.31 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Stealth AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.76 Stealth waves try to spend 100% of the strength budget on types from the Stealth group * called PickUnitsForWave with: AutocannonMinipod ** Picked 101 AutocannonMinipod @ 0.98 each = 98.93 159 AutocannonMinipodII @ 1.96 each = 311.48 = After picking fleet ships, FleetShipBudget is now -0.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 34.46 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -61.54 == Wave total ships: 261 TypesForDirectAdd count by type: AutocannonMinipod : 101 AutocannonMinipodII : 159 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 506.41 7/14/2014 9:03:24 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Copo, wave size factor: 2 ; Game Time: 8:24:58 7/14/2014 9:03:24 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:24:58 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 175 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 918.62 = FleetShipBudget for this wave's fleet ships = 918.62 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Parasite Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Parasite waves try to spend 100% of the strength budget on types from the Parasite group * called PickUnitsForWave with: (... an empty list, how cute) Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 13 CruiserIV @ 6.67 each = 86.67 11 InfiltratorIV @ 4.8 each = 52.79 16 BomberIV @ 10 each = 160.04 15 AutocannonMinipodIV @ 3.92 each = 58.77 14 FighterIV @ 6.67 each = 93.33 11 ZenithViralShredderIV @ 8 each = 88 10 SniperIV @ 38.4 each = 383.98 = After picking fleet ships, FleetShipBudget is now -4.96 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 77.15 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 DreadnoughtV @ 480 each = 480 = After picking starships, StarshipBudget is now -402.85 == Wave total ships: 91 TypesForDirectAdd count by type: CruiserIV : 13 InfiltratorIV : 11 BomberIV : 16 AutocannonMinipodIV : 15 FighterIV : 14 ZenithViralShredderIV : 11 SniperIV : 10 DreadnoughtV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1407.54 7/14/2014 9:04:57 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:25:38 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 551615 effectiveMetalForSalvageWave = floor(AISalvage) = 551615 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 673.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 175 FleetShipBudget *= player.GetHandicapMultiplier() = 175 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 204.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 204.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 459.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/14/2014 9:05:22 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:26:03 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 169840 effectiveMetalForSalvageWave = floor(AISalvage) = 169840 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 207.32 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 175 FleetShipBudget *= player.GetHandicapMultiplier() = 175 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 204.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 204.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 459.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/14/2014 9:07:37 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Copo, wave size factor: 2 ; Game Time: 8:28:18 7/14/2014 9:07:37 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:28:18 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 175 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 918.62 = FleetShipBudget for this wave's fleet ships = 918.62 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Stealth Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Stealth waves try to spend 100% of the strength budget on types from the Stealth group * called PickUnitsForWave with: InfiltratorIV, AutocannonMinipodIV ** Picked 111 AutocannonMinipodIV @ 3.92 each = 434.89 101 InfiltratorIV @ 4.8 each = 484.68 = After picking fleet ships, FleetShipBudget is now -0.95 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 77.15 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 CoreStarship @ 480 each = 480 = After picking starships, StarshipBudget is now -402.85 == Wave total ships: 213 TypesForDirectAdd count by type: AutocannonMinipodIV : 111 InfiltratorIV : 101 CoreStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1399.58 7/14/2014 9:07:58 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:28:39 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 551615 effectiveMetalForSalvageWave = floor(AISalvage) = 551615 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 673.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 175 FleetShipBudget *= player.GetHandicapMultiplier() = 175 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 204.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 204.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 459.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/14/2014 9:08:23 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:29:04 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 327429 effectiveMetalForSalvageWave = floor(AISalvage) = 327429 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 399.69 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 175 FleetShipBudget *= player.GetHandicapMultiplier() = 175 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 204.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 204.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 459.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/14/2014 9:12:06 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Copo, wave size factor: 2 ; Game Time: 8:31:38 7/14/2014 9:12:06 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:31:38 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 175 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 918.62 = FleetShipBudget for this wave's fleet ships = 918.62 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 13 BomberIV @ 10 each = 130.03 13 ZenithViralShredderIV @ 8 each = 104 16 AutocannonMinipodIV @ 3.92 each = 62.69 11 InfiltratorIV @ 4.8 each = 52.79 14 CruiserIV @ 6.67 each = 93.33 11 SniperIV @ 38.4 each = 422.38 11 FighterIV @ 6.67 each = 73.33 = After picking fleet ships, FleetShipBudget is now -19.94 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 77.15 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 CoreStarship @ 480 each = 480 = After picking starships, StarshipBudget is now -402.85 == Wave total ships: 90 TypesForDirectAdd count by type: BomberIV : 13 ZenithViralShredderIV : 13 AutocannonMinipodIV : 16 InfiltratorIV : 11 CruiserIV : 14 SniperIV : 11 FighterIV : 11 CoreStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1425.86 7/14/2014 9:12:21 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:31:40 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 551615 effectiveMetalForSalvageWave = floor(AISalvage) = 551615 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 673.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 176 FleetShipBudget *= player.GetHandicapMultiplier() = 176 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 205.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 205.3 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 461.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/14/2014 9:13:16 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:32:05 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 812019 effectiveMetalForSalvageWave = floor(AISalvage) = 812019 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 991.23 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 176 FleetShipBudget *= player.GetHandicapMultiplier() = 176 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 205.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 205.3 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 461.94 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 991.23 7/14/2014 9:13:16 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:32:05 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 176 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 991.23 = FleetShipBudget for this wave's fleet ships = 991.23 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.77 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 23 MissileShip @ 1.67 each = 38.33 19 Fighter @ 1.67 each = 31.66 14 Saboteur @ 4.8 each = 67.2 19 Bomber @ 2.5 each = 47.51 15 ZenithPolarizer @ 2 each = 30 20 AutocannonMinipod @ 0.98 each = 19.59 29 ZenithPolarizerII @ 4 each = 116 27 SaboteurII @ 9.6 each = 259.19 20 AutocannonMinipodII @ 1.96 each = 39.18 28 BomberII @ 5 each = 140.03 35 FighterII @ 3.33 each = 116.66 26 MissileShipII @ 3.33 each = 86.66 = After picking fleet ships, FleetShipBudget is now -0.79 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 83.25 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -12.75 == Wave total ships: 276 TypesForDirectAdd count by type: MissileShip : 23 Fighter : 19 Saboteur : 14 Bomber : 19 ZenithPolarizer : 15 AutocannonMinipod : 20 ZenithPolarizerII : 29 SaboteurII : 27 AutocannonMinipodII : 20 BomberII : 28 FighterII : 35 MissileShipII : 26 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1105.16 7/14/2014 9:14:41 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 8:33:26 normalWaveStrength:369.46 AccumulatedStrengthForNextWave:369.49 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 176 FleetShipBudget *= player.GetHandicapMultiplier() = 176 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 205.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 205.3 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 461.94 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 369.46 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 369.46 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.37 7/14/2014 9:14:41 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:33:26 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 176 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 369.49 = FleetShipBudget for this wave's fleet ships = 369.49 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.77 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 35 Bomber @ 2.5 each = 87.52 ** Picked 57 BomberII @ 5 each = 285.07 = After picking fleet ships, FleetShipBudget is now -3.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 31.03 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -64.97 == Wave total ships: 93 TypesForDirectAdd count by type: Bomber : 35 BomberII : 57 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 394 7/15/2014 5:13:39 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:34:41 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 551615 effectiveMetalForSalvageWave = floor(AISalvage) = 551615 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 673.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 176 FleetShipBudget *= player.GetHandicapMultiplier() = 176 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 205.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 205.3 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 461.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 5:14:15 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:35:10 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 907792 effectiveMetalForSalvageWave = floor(AISalvage) = 907792 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1108.14 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 176 FleetShipBudget *= player.GetHandicapMultiplier() = 176 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 205.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 205.3 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 461.94 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1108.14 7/15/2014 5:14:15 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:35:10 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 176 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1108.14 = FleetShipBudget for this wave's fleet ships = 1108.14 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.77 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 17 Fighter @ 1.67 each = 28.33 26 MissileShip @ 1.67 each = 43.33 20 Saboteur @ 4.8 each = 96 18 AutocannonMinipod @ 0.98 each = 17.63 17 ZenithPolarizer @ 2 each = 34 17 Bomber @ 2.5 each = 42.51 37 MissileShipII @ 3.33 each = 123.33 34 SaboteurII @ 9.6 each = 326.39 36 BomberII @ 5 each = 180.04 22 FighterII @ 3.33 each = 73.33 24 ZenithPolarizerII @ 4 each = 96 26 AutocannonMinipodII @ 1.96 each = 50.93 = After picking fleet ships, FleetShipBudget is now -3.68 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 93.07 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -2.93 == Wave total ships: 295 TypesForDirectAdd count by type: Fighter : 17 MissileShip : 26 Saboteur : 20 AutocannonMinipod : 18 ZenithPolarizer : 17 Bomber : 17 MissileShipII : 37 SaboteurII : 34 BomberII : 36 FighterII : 22 ZenithPolarizerII : 24 AutocannonMinipodII : 26 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1216.95 7/15/2014 5:17:11 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:37:42 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 551615 effectiveMetalForSalvageWave = floor(AISalvage) = 551615 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 673.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 176 FleetShipBudget *= player.GetHandicapMultiplier() = 176 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 205.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 205.3 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 461.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 5:22:35 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:40:43 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 576233 effectiveMetalForSalvageWave = floor(AISalvage) = 576233 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 703.41 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 472 FleetShipBudget *= player.GetHandicapMultiplier() = 472 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 550.59 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 550.59 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1238.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 5:23:22 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 8:41:23 normalWaveStrength:258.49 AccumulatedStrengthForNextWave:411.15 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 243.51 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 258.49 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 7/15/2014 5:23:22 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:41:23 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 116 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 411.15 = FleetShipBudget for this wave's fleet ships = 411.15 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 14 Saboteur @ 4.8 each = 67.2 10 AutocannonMinipod @ 0.98 each = 9.79 18 ZenithPolarizer @ 2 each = 36 12 MissileShip @ 1.67 each = 20 16 Fighter @ 1.67 each = 26.66 18 Bomber @ 2.5 each = 45.01 5 FighterII @ 3.33 each = 16.67 8 SaboteurII @ 9.6 each = 76.8 10 BomberII @ 5 each = 50.01 8 ZenithPolarizerII @ 4 each = 32 11 AutocannonMinipodII @ 1.96 each = 21.55 5 MissileShipII @ 3.33 each = 16.67 = After picking fleet ships, FleetShipBudget is now -7.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 34.53 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -61.47 == Wave total ships: 136 TypesForDirectAdd count by type: Saboteur : 14 AutocannonMinipod : 10 ZenithPolarizer : 18 MissileShip : 12 Fighter : 16 Bomber : 18 FighterII : 5 SaboteurII : 8 BomberII : 10 ZenithPolarizerII : 8 AutocannonMinipodII : 11 MissileShipII : 5 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 511.34 7/15/2014 5:42:01 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 8:43:34 normalWaveStrength:255.16 AccumulatedStrengthForNextWave:255.21 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 243.51 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 255.16 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 284.2 7/15/2014 5:42:01 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:43:34 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 116 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 284.2 = FleetShipBudget for this wave's fleet ships = 284.2 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 10 Sniper @ 9.6 each = 96 6 Fighter @ 1.67 each = 10 4 Infiltrator @ 1.2 each = 4.8 1 AutocannonMinipod @ 0.98 each = 0.98 8 Bomber @ 2.5 each = 20 3 ZenithViralShredder @ 2 each = 6 2 MissileShip @ 1.67 each = 3.33 5 AutocannonMinipodII @ 1.96 each = 9.79 4 BomberII @ 5 each = 20 2 MissileShipII @ 3.33 each = 6.67 5 SniperII @ 19.2 each = 96 4 FighterII @ 3.33 each = 13.33 5 InfiltratorII @ 2.4 each = 12 1 ZenithViralShredderII @ 4 each = 4 = After picking fleet ships, FleetShipBudget is now -18.71 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 23.87 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -72.13 == Wave total ships: 61 TypesForDirectAdd count by type: Sniper : 10 Fighter : 6 Infiltrator : 4 AutocannonMinipod : 1 Bomber : 8 ZenithViralShredder : 3 MissileShip : 2 AutocannonMinipodII : 5 BomberII : 4 MissileShipII : 2 SniperII : 5 FighterII : 4 InfiltratorII : 5 ZenithViralShredderII : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 397.56 7/15/2014 5:42:34 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:43:44 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 576233 effectiveMetalForSalvageWave = floor(AISalvage) = 576233 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 703.41 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 703.41 7/15/2014 5:42:34 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:43:44 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 116 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 703.41 = FleetShipBudget for this wave's fleet ships = 703.41 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 59.08 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -36.92 == Wave total ships: 111 TypesForDirectAdd count by type: CoreYounglingTiger : 110 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1196 7/15/2014 5:42:57 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:44:07 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 116989 effectiveMetalForSalvageWave = floor(AISalvage) = 116989 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 142.81 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 5:45:58 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:47:08 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 116989 effectiveMetalForSalvageWave = floor(AISalvage) = 116989 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 142.81 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 5:49:00 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:50:09 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 116989 effectiveMetalForSalvageWave = floor(AISalvage) = 116989 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 142.81 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 5:55:10 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:53:10 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 116989 effectiveMetalForSalvageWave = floor(AISalvage) = 116989 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 142.81 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 5:59:34 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:56:11 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 116989 effectiveMetalForSalvageWave = floor(AISalvage) = 116989 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 142.81 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 6:02:19 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 8:58:53 normalWaveStrength:253.49 AccumulatedStrengthForNextWave:253.53 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 243.51 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 253.49 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 297.47 7/15/2014 6:02:19 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 8:58:53 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 116 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 297.47 = FleetShipBudget for this wave's fleet ships = 297.47 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 10 Fighter @ 1.67 each = 16.67 10 Saboteur @ 4.8 each = 48 10 ZenithPolarizer @ 2 each = 20 13 AutocannonMinipod @ 0.98 each = 12.73 15 MissileShip @ 1.67 each = 25 11 Bomber @ 2.5 each = 27.51 6 BomberII @ 5 each = 30.01 4 SaboteurII @ 9.6 each = 38.4 4 MissileShipII @ 3.33 each = 13.33 9 ZenithPolarizerII @ 4 each = 36 7 AutocannonMinipodII @ 1.96 each = 13.71 5 FighterII @ 3.33 each = 16.67 = After picking fleet ships, FleetShipBudget is now -0.55 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 24.98 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -71.02 == Wave total ships: 105 TypesForDirectAdd count by type: Fighter : 10 Saboteur : 10 ZenithPolarizer : 10 AutocannonMinipod : 13 MissileShip : 15 Bomber : 11 BomberII : 6 SaboteurII : 4 MissileShipII : 4 ZenithPolarizerII : 9 AutocannonMinipodII : 7 FighterII : 5 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 396.84 7/15/2014 6:02:38 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 8:59:12 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 116989 effectiveMetalForSalvageWave = floor(AISalvage) = 116989 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 142.81 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 6:04:23 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 9:00:57 normalWaveStrength:251.83 AccumulatedStrengthForNextWave:251.84 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 243.51 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 251.83 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 281.75 7/15/2014 6:04:23 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 9:00:57 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 116 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 281.75 = FleetShipBudget for this wave's fleet ships = 281.75 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 13 MissileShip @ 1.67 each = 21.66 10 ZenithViralShredder @ 2 each = 20 9 Infiltrator @ 1.2 each = 10.8 10 Bomber @ 2.5 each = 25 5 Sniper @ 9.6 each = 48 7 AutocannonMinipod @ 0.98 each = 6.86 5 Fighter @ 1.67 each = 8.33 6 FighterII @ 3.33 each = 20 4 BomberII @ 5 each = 20 7 ZenithViralShredderII @ 4 each = 28 5 MissileShipII @ 3.33 each = 16.67 6 InfiltratorII @ 2.4 each = 14.4 3 AutocannonMinipodII @ 1.96 each = 5.88 2 SniperII @ 19.2 each = 38.4 = After picking fleet ships, FleetShipBudget is now -2.24 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 23.66 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -72.34 == Wave total ships: 93 TypesForDirectAdd count by type: MissileShip : 13 ZenithViralShredder : 10 Infiltrator : 9 Bomber : 10 Sniper : 5 AutocannonMinipod : 7 Fighter : 5 FighterII : 6 BomberII : 4 ZenithViralShredderII : 7 MissileShipII : 5 InfiltratorII : 6 AutocannonMinipodII : 3 SniperII : 2 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 384.32 7/15/2014 6:05:39 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:02:13 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 116989 effectiveMetalForSalvageWave = floor(AISalvage) = 116989 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 142.81 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 6:08:40 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:05:14 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 116989 effectiveMetalForSalvageWave = floor(AISalvage) = 116989 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 142.81 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 6:11:58 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:08:15 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 794840 effectiveMetalForSalvageWave = floor(AISalvage) = 794840 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 970.26 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 970.26 7/15/2014 6:11:58 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 9:08:15 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 116 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 970.26 = FleetShipBudget for this wave's fleet ships = 970.26 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 32 Bomber @ 2.5 each = 80.02 26 Saboteur @ 4.8 each = 124.79 28 AutocannonMinipod @ 0.98 each = 27.43 50 Fighter @ 1.67 each = 83.33 62 MissileShip @ 1.67 each = 103.32 32 ZenithPolarizer @ 2 each = 64 14 BomberII @ 5 each = 70.02 17 FighterII @ 3.33 each = 56.67 23 AutocannonMinipodII @ 1.96 each = 45.06 15 MissileShipII @ 3.33 each = 50 14 ZenithPolarizerII @ 4 each = 56 22 SaboteurII @ 9.6 each = 211.19 = After picking fleet ships, FleetShipBudget is now -1.55 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 81.49 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -14.51 == Wave total ships: 336 TypesForDirectAdd count by type: Bomber : 32 Saboteur : 26 AutocannonMinipod : 28 Fighter : 50 MissileShip : 62 ZenithPolarizer : 32 BomberII : 14 FighterII : 17 AutocannonMinipodII : 23 MissileShipII : 15 ZenithPolarizerII : 14 SaboteurII : 22 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1096.47 7/15/2014 6:16:45 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:11:16 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 447873 effectiveMetalForSalvageWave = floor(AISalvage) = 447873 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 546.72 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 116 FleetShipBudget *= player.GetHandicapMultiplier() = 116 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 135.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 135.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 304.46 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 546.72 7/15/2014 6:16:45 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 9:11:16 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 116 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 546.72 = FleetShipBudget for this wave's fleet ships = 546.72 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 136 ZenithPolarizer @ 2 each = 272 ** Picked 69 ZenithPolarizerII @ 4 each = 276 = After picking fleet ships, FleetShipBudget is now -1.28 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 45.92 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -50.08 == Wave total ships: 206 TypesForDirectAdd count by type: ZenithPolarizer : 136 ZenithPolarizerII : 69 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 644 7/15/2014 6:21:58 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:14:17 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 319508 effectiveMetalForSalvageWave = floor(AISalvage) = 319508 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 390.02 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 117 FleetShipBudget *= player.GetHandicapMultiplier() = 117 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 136.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 136.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 307.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 6:24:26 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 9:16:24 normalWaveStrength:254 AccumulatedStrengthForNextWave:254.21 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 117 FleetShipBudget *= player.GetHandicapMultiplier() = 117 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 136.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 136.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 307.08 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 245.61 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 254 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 7/15/2014 6:24:26 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 9:16:24 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 117 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 254.21 = FleetShipBudget for this wave's fleet ships = 254.21 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.51 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 8 Saboteur @ 4.8 each = 38.4 9 MissileShip @ 1.67 each = 15 10 ZenithPolarizer @ 2 each = 20 8 AutocannonMinipod @ 0.98 each = 7.84 10 Fighter @ 1.67 each = 16.67 11 Bomber @ 2.5 each = 27.51 7 BomberII @ 5 each = 35.01 7 FighterII @ 3.33 each = 23.33 4 AutocannonMinipodII @ 1.96 each = 7.84 5 SaboteurII @ 9.6 each = 48 5 ZenithPolarizerII @ 4 each = 20 1 MissileShipII @ 3.33 each = 3.33 = After picking fleet ships, FleetShipBudget is now -8.71 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 21.35 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -74.65 == Wave total ships: 86 TypesForDirectAdd count by type: Saboteur : 8 MissileShip : 9 ZenithPolarizer : 10 AutocannonMinipod : 8 Fighter : 10 Bomber : 11 BomberII : 7 FighterII : 7 AutocannonMinipodII : 4 SaboteurII : 5 ZenithPolarizerII : 5 MissileShipII : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 358.07 7/15/2014 6:25:20 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:17:18 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 416550 effectiveMetalForSalvageWave = floor(AISalvage) = 416550 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 508.48 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 117 FleetShipBudget *= player.GetHandicapMultiplier() = 117 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 136.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 136.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 307.08 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 508.48 7/15/2014 6:25:20 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 9:17:18 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 117 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 508.48 = FleetShipBudget for this wave's fleet ships = 508.48 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.51 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 256 AutocannonMinipod @ 0.98 each = 250.75 ** Picked 132 AutocannonMinipodII @ 1.96 each = 258.59 = After picking fleet ships, FleetShipBudget is now -0.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 42.7 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -53.3 == Wave total ships: 389 TypesForDirectAdd count by type: AutocannonMinipod : 256 AutocannonMinipodII : 132 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 605.34 7/15/2014 6:25:54 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 9:17:52 normalWaveStrength:245.61 AccumulatedStrengthForNextWave:245.71 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 117 FleetShipBudget *= player.GetHandicapMultiplier() = 117 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 136.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 136.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 307.08 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 245.61 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 245.61 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 7/15/2014 6:25:54 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 9:17:52 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 117 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 245.71 = FleetShipBudget for this wave's fleet ships = 245.71 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.51 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 10 MissileShip @ 1.67 each = 16.67 9 ZenithViralShredder @ 2 each = 18 13 Bomber @ 2.5 each = 32.51 10 Infiltrator @ 1.2 each = 12 12 AutocannonMinipod @ 0.98 each = 11.75 7 Fighter @ 1.67 each = 11.67 2 Sniper @ 9.6 each = 19.2 4 AutocannonMinipodII @ 1.96 each = 7.84 3 MissileShipII @ 3.33 each = 10 5 SniperII @ 19.2 each = 96 1 ZenithViralShredderII @ 4 each = 4 2 InfiltratorII @ 2.4 each = 4.8 3 FighterII @ 3.33 each = 10 1 BomberII @ 5 each = 5 = After picking fleet ships, FleetShipBudget is now -13.71 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 20.64 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -75.36 == Wave total ships: 83 TypesForDirectAdd count by type: MissileShip : 10 ZenithViralShredder : 9 Bomber : 13 Infiltrator : 10 AutocannonMinipod : 12 Fighter : 7 Sniper : 2 AutocannonMinipodII : 4 MissileShipII : 3 SniperII : 5 ZenithViralShredderII : 1 InfiltratorII : 2 FighterII : 3 BomberII : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 357.58 7/15/2014 6:29:32 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:20:19 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 77906 effectiveMetalForSalvageWave = floor(AISalvage) = 77906 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 95.1 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 117 FleetShipBudget *= player.GetHandicapMultiplier() = 117 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 136.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 136.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 307.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 6:29:40 AM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Nomad 1, wave size factor: 2 ; Game Time: 9:20:27 7/15/2014 6:29:40 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 9:20:27 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 117 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 614.16 = FleetShipBudget for this wave's fleet ships = 614.16 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, AutocannonMinipodIV, ZenithPolarizerIV, SaboteurIV ** Picked 10 SaboteurIV @ 19.2 each = 191.99 6 AutocannonMinipodIV @ 3.92 each = 23.51 18 CruiserIV @ 6.67 each = 120 9 ZenithPolarizerIV @ 8 each = 72 14 FighterIV @ 6.67 each = 93.33 12 BomberIV @ 10 each = 120.03 = After picking fleet ships, FleetShipBudget is now -6.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 51.58 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 ZenithStarshipIV @ 768 each = 768 = After picking starships, StarshipBudget is now -716.42 == Wave total ships: 70 TypesForDirectAdd count by type: SaboteurIV : 10 AutocannonMinipodIV : 6 CruiserIV : 18 ZenithPolarizerIV : 9 FighterIV : 14 BomberIV : 12 ZenithStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1407.5 7/15/2014 6:30:50 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:20:52 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 35818 effectiveMetalForSalvageWave = floor(AISalvage) = 35818 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 43.72 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 117 FleetShipBudget *= player.GetHandicapMultiplier() = 117 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 136.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 136.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 307.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 6:34:30 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:23:20 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 305280 effectiveMetalForSalvageWave = floor(AISalvage) = 305280 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 372.66 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 117 FleetShipBudget *= player.GetHandicapMultiplier() = 117 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 136.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 136.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 307.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 6:35:04 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:23:53 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 100574 effectiveMetalForSalvageWave = floor(AISalvage) = 100574 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 122.77 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 137 FleetShipBudget *= player.GetHandicapMultiplier() = 137 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 159.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 159.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 359.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 6:39:19 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:26:21 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 339795 effectiveMetalForSalvageWave = floor(AISalvage) = 339795 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 414.79 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 137 FleetShipBudget *= player.GetHandicapMultiplier() = 137 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 159.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 159.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 359.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 6:39:52 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:26:54 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 100574 effectiveMetalForSalvageWave = floor(AISalvage) = 100574 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 122.77 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 137 FleetShipBudget *= player.GetHandicapMultiplier() = 137 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 159.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 159.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 359.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 6:53:48 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:29:22 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 339795 effectiveMetalForSalvageWave = floor(AISalvage) = 339795 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 414.79 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 137 FleetShipBudget *= player.GetHandicapMultiplier() = 137 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 159.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 159.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 359.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 6:54:21 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:29:55 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 100574 effectiveMetalForSalvageWave = floor(AISalvage) = 100574 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 122.77 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 137 FleetShipBudget *= player.GetHandicapMultiplier() = 137 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 159.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 159.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 359.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 6:57:36 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:32:23 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 381777 effectiveMetalForSalvageWave = floor(AISalvage) = 381777 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 466.04 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 138 FleetShipBudget *= player.GetHandicapMultiplier() = 138 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 160.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 160.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 362.2 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 6:58:26 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:32:56 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 100574 effectiveMetalForSalvageWave = floor(AISalvage) = 100574 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 122.77 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 138 FleetShipBudget *= player.GetHandicapMultiplier() = 138 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 160.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 160.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 362.2 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:00:44 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 9:35:13 normalWaveStrength:303.55 AccumulatedStrengthForNextWave:303.78 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 138 FleetShipBudget *= player.GetHandicapMultiplier() = 138 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 160.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 160.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 362.2 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 289.69 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 303.55 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.29 7/15/2014 7:00:44 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 9:35:13 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 138 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 303.78 = FleetShipBudget for this wave's fleet ships = 303.78 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.6 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 8 Saboteur @ 4.8 each = 38.4 8 Bomber @ 2.5 each = 20 9 AutocannonMinipod @ 0.98 each = 8.82 11 Fighter @ 1.67 each = 18.33 11 MissileShip @ 1.67 each = 18.33 9 ZenithPolarizer @ 2 each = 18 8 MissileShipII @ 3.33 each = 26.67 10 AutocannonMinipodII @ 1.96 each = 19.59 9 SaboteurII @ 9.6 each = 86.4 6 FighterII @ 3.33 each = 20 4 BomberII @ 5 each = 20 3 ZenithPolarizerII @ 4 each = 12 = After picking fleet ships, FleetShipBudget is now -2.76 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 25.51 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -70.49 == Wave total ships: 97 TypesForDirectAdd count by type: Saboteur : 8 Bomber : 8 AutocannonMinipod : 9 Fighter : 11 MissileShip : 11 ZenithPolarizer : 9 MissileShipII : 8 AutocannonMinipodII : 10 SaboteurII : 9 FighterII : 6 BomberII : 4 ZenithPolarizerII : 3 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 411.2 7/15/2014 7:00:55 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:35:24 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 381777 effectiveMetalForSalvageWave = floor(AISalvage) = 381777 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 466.04 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 138 FleetShipBudget *= player.GetHandicapMultiplier() = 138 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 160.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 160.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 362.2 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:01:28 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:35:57 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 100574 effectiveMetalForSalvageWave = floor(AISalvage) = 100574 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 122.77 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 138 FleetShipBudget *= player.GetHandicapMultiplier() = 138 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 160.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 160.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 362.2 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:02:23 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 9:36:14 normalWaveStrength:299.59 AccumulatedStrengthForNextWave:299.87 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 138 FleetShipBudget *= player.GetHandicapMultiplier() = 138 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 160.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 160.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 362.2 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 289.69 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 299.59 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.29 7/15/2014 7:02:23 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 9:36:14 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 138 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 299.87 = FleetShipBudget for this wave's fleet ships = 299.87 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.6 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 8 ZenithViralShredder @ 2 each = 16 9 AutocannonMinipod @ 0.98 each = 8.82 7 Sniper @ 9.6 each = 67.2 6 MissileShip @ 1.67 each = 10 6 Fighter @ 1.67 each = 10 3 Infiltrator @ 1.2 each = 3.6 5 Bomber @ 2.5 each = 12.5 4 SniperII @ 19.2 each = 76.8 6 ZenithViralShredderII @ 4 each = 24 6 AutocannonMinipodII @ 1.96 each = 11.75 3 InfiltratorII @ 2.4 each = 7.2 10 MissileShipII @ 3.33 each = 33.33 3 FighterII @ 3.33 each = 10 2 BomberII @ 5 each = 10 = After picking fleet ships, FleetShipBudget is now -1.33 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 25.18 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -70.82 == Wave total ships: 79 TypesForDirectAdd count by type: ZenithViralShredder : 8 AutocannonMinipod : 9 Sniper : 7 MissileShip : 6 Fighter : 6 Infiltrator : 3 Bomber : 5 SniperII : 4 ZenithViralShredderII : 6 AutocannonMinipodII : 6 InfiltratorII : 3 MissileShipII : 10 FighterII : 3 BomberII : 2 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 405.36 7/15/2014 7:04:34 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:38:25 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 381777 effectiveMetalForSalvageWave = floor(AISalvage) = 381777 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 466.04 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 138 FleetShipBudget *= player.GetHandicapMultiplier() = 138 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 160.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 160.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 362.2 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:05:07 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:38:58 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 100574 effectiveMetalForSalvageWave = floor(AISalvage) = 100574 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 122.77 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 138 FleetShipBudget *= player.GetHandicapMultiplier() = 138 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 160.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 160.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 362.2 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:07:35 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:41:26 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 381777 effectiveMetalForSalvageWave = floor(AISalvage) = 381777 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 466.04 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 138 FleetShipBudget *= player.GetHandicapMultiplier() = 138 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 160.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 160.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 362.2 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:08:08 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:41:59 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 100574 effectiveMetalForSalvageWave = floor(AISalvage) = 100574 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 122.77 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 138 FleetShipBudget *= player.GetHandicapMultiplier() = 138 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 160.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 160.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 362.2 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:10:37 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:44:27 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 381777 effectiveMetalForSalvageWave = floor(AISalvage) = 381777 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 466.04 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 138 FleetShipBudget *= player.GetHandicapMultiplier() = 138 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 160.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 160.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 362.2 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:11:10 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:45:00 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 229061 effectiveMetalForSalvageWave = floor(AISalvage) = 229061 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 279.62 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 138 FleetShipBudget *= player.GetHandicapMultiplier() = 138 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 160.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 160.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 362.2 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:14:24 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:47:28 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 381777 effectiveMetalForSalvageWave = floor(AISalvage) = 381777 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 466.04 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 139 FleetShipBudget *= player.GetHandicapMultiplier() = 139 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 162.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 162.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 364.82 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:14:57 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:48:01 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1368894 effectiveMetalForSalvageWave = floor(AISalvage) = 1368894 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1671.01 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 139 FleetShipBudget *= player.GetHandicapMultiplier() = 139 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 162.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 162.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 364.82 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1671.01 7/15/2014 7:14:57 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 9:48:01 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 139 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 1671.01 = FleetShipBudget for this wave's fleet ships = 1671.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 140.34 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 2 LeechStarship @ 96 each = 192 = After picking starships, StarshipBudget is now -51.66 == Wave total ships: 1324 TypesForDirectAdd count by type: YounglingVulture : 69 YounglingVultureIV : 132 YounglingVultureIII : 136 YounglingVultureII : 86 CoreYounglingTiger : 577 TypesForCarrierAdd count by type: CoreYounglingTiger : 322 LeechStarship : 2 == For a grand-total Strength value of 11536 7/15/2014 7:18:16 AM (7.045) ----------------------------------- Triggering CPA (always from first AI); Game Time: 9:49:30 effectiveAIPForCPAPurposes = this.AIProgressionLevelEffective = 140 since diff == 7, numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 360 minimumAIPForCPAPurposes = Game.Instance.GameSecond / numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 98 effectiveAIPForCPAPurposes = Max(effectiveAIPForCPAPurposes,minimumAIPForCPAPurposes) = 140 difficultyFactor = ( this.AIDifficulty * this.GetHandicapMultiplier() ) / ( 13 - this.AIDifficulty ) : 1.17 aiTypeFactor = 1 simulateMaxTimeWaveFactor = Mat.One + ( ( this.AIDifficulty * 2 ) / ( ( 14 - this.AIDifficulty ) * 3 ) ) : 1.67 simulateDoubleWaveFactor = 2 simulateDifficultySpecificWaveSizeMultiplier = 2.25 humanHomeworldCountMultiplier = Mat.One + (FInt)( humanHomeworldCount - 1 ) = 1 numberOfShips (before applying cap-scale) = ( (FInt)effectiveAIPForCPAPurposes * difficultyFactor * aiTypeFactor * simulateMaxTimeWaveFactor * simulateDoubleWaveFactor * simulateDifficultySpecificWaveSizeMultiplier * humanHomeworldCountMultiplier ).IntValue = 1224 numberOfShips (after applying cap-scale) = 612 since player.SurplusCPAStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusCPAStrengthDonatedFromReinforcements / 5 = 613 7/15/2014 7:19:20 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:50:29 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 381777 effectiveMetalForSalvageWave = floor(AISalvage) = 381777 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 466.04 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 140 FleetShipBudget *= player.GetHandicapMultiplier() = 140 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 163.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 163.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 367.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:21:13 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:51:02 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 541680 effectiveMetalForSalvageWave = floor(AISalvage) = 541680 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 661.23 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 140 FleetShipBudget *= player.GetHandicapMultiplier() = 140 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 163.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 163.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 367.45 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 661.23 7/15/2014 7:21:13 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 9:51:02 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 140 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 661.23 = FleetShipBudget for this wave's fleet ships = 661.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 55.53 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -40.47 == Wave total ships: 285 TypesForDirectAdd count by type: CoreYounglingTiger : 284 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2936 7/15/2014 7:25:52 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 9:53:21 normalWaveStrength:314.2 AccumulatedStrengthForNextWave:314.29 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 141 FleetShipBudget *= player.GetHandicapMultiplier() = 141 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 164.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 164.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 370.07 Because Diff >= 7 and entry_points = 11, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 295.99 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 314.2 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.29 7/15/2014 7:25:52 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 9:53:21 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 141 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 314.29 = FleetShipBudget for this wave's fleet ships = 314.29 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.61 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 9 Bomber @ 2.5 each = 22.5 12 AutocannonMinipod @ 0.98 each = 11.75 7 Saboteur @ 4.8 each = 33.6 16 MissileShip @ 1.67 each = 26.66 7 Fighter @ 1.67 each = 11.67 8 ZenithPolarizer @ 2 each = 16 7 FighterII @ 3.33 each = 23.33 7 ZenithPolarizerII @ 4 each = 28 11 BomberII @ 5 each = 55.01 5 AutocannonMinipodII @ 1.96 each = 9.79 7 SaboteurII @ 9.6 each = 67.2 5 MissileShipII @ 3.33 each = 16.67 = After picking fleet ships, FleetShipBudget is now -7.9 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 26.4 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -69.6 == Wave total ships: 102 TypesForDirectAdd count by type: Bomber : 9 AutocannonMinipod : 12 Saboteur : 7 MissileShip : 16 Fighter : 7 ZenithPolarizer : 8 FighterII : 7 ZenithPolarizerII : 7 BomberII : 11 AutocannonMinipodII : 5 SaboteurII : 7 MissileShipII : 5 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 418.34 7/15/2014 7:26:12 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:53:30 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 391564 effectiveMetalForSalvageWave = floor(AISalvage) = 391564 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 477.98 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 141 FleetShipBudget *= player.GetHandicapMultiplier() = 141 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 164.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 164.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 370.07 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:26:15 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 9:53:33 normalWaveStrength:300.03 AccumulatedStrengthForNextWave:300.29 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 141 FleetShipBudget *= player.GetHandicapMultiplier() = 141 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 164.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 164.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 370.07 Because Diff >= 7 and entry_points = 11, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 295.99 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 300.03 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.29 7/15/2014 7:26:15 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 9:53:33 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 141 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 300.29 = FleetShipBudget for this wave's fleet ships = 300.29 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.61 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 70 Fighter @ 1.67 each = 116.66 ** Picked 56 FighterII @ 3.33 each = 186.66 = After picking fleet ships, FleetShipBudget is now -3.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 25.22 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -70.78 == Wave total ships: 127 TypesForDirectAdd count by type: Fighter : 70 FighterII : 56 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 460 7/15/2014 7:27:09 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:54:03 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 212788 effectiveMetalForSalvageWave = floor(AISalvage) = 212788 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 259.75 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 141 FleetShipBudget *= player.GetHandicapMultiplier() = 141 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 164.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 164.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 370.07 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:30:03 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:56:31 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 408349 effectiveMetalForSalvageWave = floor(AISalvage) = 408349 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 498.47 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 141 FleetShipBudget *= player.GetHandicapMultiplier() = 141 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 164.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 164.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 370.07 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:30:36 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:57:04 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 279243 effectiveMetalForSalvageWave = floor(AISalvage) = 279243 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 340.87 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 141 FleetShipBudget *= player.GetHandicapMultiplier() = 141 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 164.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 164.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 370.07 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:33:44 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 9:59:32 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 421777 effectiveMetalForSalvageWave = floor(AISalvage) = 421777 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 514.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 142 FleetShipBudget *= player.GetHandicapMultiplier() = 142 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 165.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 165.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 372.7 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:34:17 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:00:05 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 739295 effectiveMetalForSalvageWave = floor(AISalvage) = 739295 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 902.46 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 142 FleetShipBudget *= player.GetHandicapMultiplier() = 142 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 165.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 165.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 372.7 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 902.46 7/15/2014 7:34:17 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:00:05 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 142 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 902.46 = FleetShipBudget for this wave's fleet ships = 902.46 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 75.79 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -20.21 == Wave total ships: 887 TypesForDirectAdd count by type: YounglingVultureII : 320 YounglingVulture : 566 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2508 7/15/2014 7:48:19 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:02:33 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 513045 effectiveMetalForSalvageWave = floor(AISalvage) = 513045 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 626.28 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 142 FleetShipBudget *= player.GetHandicapMultiplier() = 142 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 165.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 165.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 372.7 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 626.28 7/15/2014 7:48:19 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:02:33 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 142 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 626.28 = FleetShipBudget for this wave's fleet ships = 626.28 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.62 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 245 AutocannonMinipod @ 0.98 each = 239.98 ** Picked 198 AutocannonMinipodII @ 1.96 each = 387.88 = After picking fleet ships, FleetShipBudget is now -1.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 52.6 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -43.4 == Wave total ships: 444 TypesForDirectAdd count by type: AutocannonMinipod : 245 AutocannonMinipodII : 198 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 723.85 7/15/2014 7:48:56 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:03:06 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 118043 effectiveMetalForSalvageWave = floor(AISalvage) = 118043 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 144.1 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 142 FleetShipBudget *= player.GetHandicapMultiplier() = 142 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 165.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 165.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 372.7 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:50:36 AM (7.045) ----------------------------------- Triggering CPA (always from first AI); Game Time: 10:03:12 effectiveAIPForCPAPurposes = this.AIProgressionLevelEffective = 142 since diff == 7, numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 360 minimumAIPForCPAPurposes = Game.Instance.GameSecond / numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 100 effectiveAIPForCPAPurposes = Max(effectiveAIPForCPAPurposes,minimumAIPForCPAPurposes) = 142 difficultyFactor = ( this.AIDifficulty * this.GetHandicapMultiplier() ) / ( 13 - this.AIDifficulty ) : 1.17 aiTypeFactor = 1 simulateMaxTimeWaveFactor = Mat.One + ( ( this.AIDifficulty * 2 ) / ( ( 14 - this.AIDifficulty ) * 3 ) ) : 1.67 simulateDoubleWaveFactor = 2 simulateDifficultySpecificWaveSizeMultiplier = 2.25 humanHomeworldCountMultiplier = Mat.One + (FInt)( humanHomeworldCount - 1 ) = 1 numberOfShips (before applying cap-scale) = ( (FInt)effectiveAIPForCPAPurposes * difficultyFactor * aiTypeFactor * simulateMaxTimeWaveFactor * simulateDoubleWaveFactor * simulateDifficultySpecificWaveSizeMultiplier * humanHomeworldCountMultiplier ).IntValue = 1242 numberOfShips (after applying cap-scale) = 621 since player.SurplusCPAStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusCPAStrengthDonatedFromReinforcements / 5 = 627 7/15/2014 7:59:34 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:05:34 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 2067731 effectiveMetalForSalvageWave = floor(AISalvage) = 2067731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2524.09 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 148 FleetShipBudget *= player.GetHandicapMultiplier() = 148 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 172.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 172.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 388.45 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 2524.09 7/15/2014 7:59:34 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:05:34 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 148 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 2524.09 = FleetShipBudget for this wave's fleet ships = 2524.09 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.64 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 53 Saboteur @ 4.8 each = 254.39 72 Fighter @ 1.67 each = 119.99 65 AutocannonMinipod @ 0.98 each = 63.67 74 Bomber @ 2.5 each = 185.04 75 MissileShip @ 1.67 each = 124.99 77 ZenithPolarizer @ 2 each = 154 53 BomberII @ 5 each = 265.06 52 AutocannonMinipodII @ 1.96 each = 101.87 64 MissileShipII @ 3.33 each = 213.33 60 ZenithPolarizerII @ 4 each = 240 66 SaboteurII @ 9.6 each = 633.57 51 FighterII @ 3.33 each = 170 = After picking fleet ships, FleetShipBudget is now -1.81 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 211.98 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 2 Dreadnought @ 96 each = 192 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -76.02 == Wave total ships: 765 TypesForDirectAdd count by type: Saboteur : 53 Fighter : 72 AutocannonMinipod : 65 Bomber : 74 MissileShip : 75 ZenithPolarizer : 77 BomberII : 53 AutocannonMinipodII : 52 MissileShipII : 64 ZenithPolarizerII : 60 SaboteurII : 66 FighterII : 51 Dreadnought : 2 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2849.5 7/15/2014 8:00:43 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:06:07 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 118043 effectiveMetalForSalvageWave = floor(AISalvage) = 118043 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 144.1 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 148 FleetShipBudget *= player.GetHandicapMultiplier() = 148 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 172.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 172.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 388.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 8:05:02 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:08:37 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 63364 effectiveMetalForSalvageWave = floor(AISalvage) = 63364 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 77.35 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 149 FleetShipBudget *= player.GetHandicapMultiplier() = 149 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 173.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 173.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 391.07 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 8:05:37 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:09:08 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 160025 effectiveMetalForSalvageWave = floor(AISalvage) = 160025 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 195.34 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 149 FleetShipBudget *= player.GetHandicapMultiplier() = 149 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 173.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 173.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 391.07 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 8:09:24 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 10:11:03 normalWaveStrength:314.92 AccumulatedStrengthForNextWave:315.12 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 149 FleetShipBudget *= player.GetHandicapMultiplier() = 149 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 173.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 173.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 391.07 Because Diff >= 7 and entry_points = 11, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 312.78 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 314.92 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.31 7/15/2014 8:09:24 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:11:03 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 149 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 315.12 = FleetShipBudget for this wave's fleet ships = 315.12 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.65 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 8 MissileShip @ 1.67 each = 13.33 7 AutocannonMinipod @ 0.98 each = 6.86 7 ZenithViralShredder @ 2 each = 14 7 Bomber @ 2.5 each = 17.5 6 Sniper @ 9.6 each = 57.6 2 Infiltrator @ 1.2 each = 2.4 1 Fighter @ 1.67 each = 1.67 7 SniperII @ 19.2 each = 134.39 6 ZenithViralShredderII @ 4 each = 24 2 FighterII @ 3.33 each = 6.67 5 MissileShipII @ 3.33 each = 16.67 4 InfiltratorII @ 2.4 each = 9.6 3 BomberII @ 5 each = 15 3 AutocannonMinipodII @ 1.96 each = 5.88 = After picking fleet ships, FleetShipBudget is now -10.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 26.46 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -69.54 == Wave total ships: 69 TypesForDirectAdd count by type: MissileShip : 8 AutocannonMinipod : 7 ZenithViralShredder : 7 Bomber : 7 Sniper : 6 Infiltrator : 2 Fighter : 1 SniperII : 7 ZenithViralShredderII : 6 FighterII : 2 MissileShipII : 5 InfiltratorII : 4 BomberII : 3 AutocannonMinipodII : 3 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 422.72 7/15/2014 8:10:55 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 10:11:26 normalWaveStrength:325.61 AccumulatedStrengthForNextWave:325.78 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 149 FleetShipBudget *= player.GetHandicapMultiplier() = 149 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 173.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 173.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 391.07 Because Diff >= 7 and entry_points = 11, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 312.78 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 325.61 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.31 7/15/2014 8:10:55 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:11:26 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 149 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 325.78 = FleetShipBudget for this wave's fleet ships = 325.78 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.65 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 13 AutocannonMinipod @ 0.98 each = 12.73 5 Fighter @ 1.67 each = 8.33 11 Saboteur @ 4.8 each = 52.8 7 MissileShip @ 1.67 each = 11.67 7 Bomber @ 2.5 each = 17.5 6 ZenithPolarizer @ 2 each = 12 9 BomberII @ 5 each = 45.01 12 AutocannonMinipodII @ 1.96 each = 23.51 13 ZenithPolarizerII @ 4 each = 52 6 FighterII @ 3.33 each = 20 11 MissileShipII @ 3.33 each = 36.67 4 SaboteurII @ 9.6 each = 38.4 = After picking fleet ships, FleetShipBudget is now -4.84 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.36 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.64 == Wave total ships: 105 TypesForDirectAdd count by type: AutocannonMinipod : 13 Fighter : 5 Saboteur : 11 MissileShip : 7 Bomber : 7 ZenithPolarizer : 6 BomberII : 9 AutocannonMinipodII : 12 ZenithPolarizerII : 13 FighterII : 6 MissileShipII : 11 SaboteurII : 4 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 429.44 7/15/2014 8:11:22 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:11:38 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 152498 effectiveMetalForSalvageWave = floor(AISalvage) = 152498 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 186.15 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 149 FleetShipBudget *= player.GetHandicapMultiplier() = 149 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 173.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 173.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 391.07 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 8:13:34 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:12:09 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 160025 effectiveMetalForSalvageWave = floor(AISalvage) = 160025 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 195.34 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 149 FleetShipBudget *= player.GetHandicapMultiplier() = 149 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 173.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 173.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 391.07 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 8:24:52 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:14:39 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 314508 effectiveMetalForSalvageWave = floor(AISalvage) = 314508 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 383.92 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 8:26:23 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:15:10 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 211655 effectiveMetalForSalvageWave = floor(AISalvage) = 211655 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 258.37 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 8:28:13 AM (7.045) ----------------------------------- Triggering CPA (always from first AI); Game Time: 10:16:32 effectiveAIPForCPAPurposes = this.AIProgressionLevelEffective = 156 since diff == 7, numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 360 minimumAIPForCPAPurposes = Game.Instance.GameSecond / numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 102 effectiveAIPForCPAPurposes = Max(effectiveAIPForCPAPurposes,minimumAIPForCPAPurposes) = 156 difficultyFactor = ( this.AIDifficulty * this.GetHandicapMultiplier() ) / ( 13 - this.AIDifficulty ) : 1.17 aiTypeFactor = 1 simulateMaxTimeWaveFactor = Mat.One + ( ( this.AIDifficulty * 2 ) / ( ( 14 - this.AIDifficulty ) * 3 ) ) : 1.67 simulateDoubleWaveFactor = 2 simulateDifficultySpecificWaveSizeMultiplier = 2.25 humanHomeworldCountMultiplier = Mat.One + (FInt)( humanHomeworldCount - 1 ) = 1 numberOfShips (before applying cap-scale) = ( (FInt)effectiveAIPForCPAPurposes * difficultyFactor * aiTypeFactor * simulateMaxTimeWaveFactor * simulateDoubleWaveFactor * simulateDifficultySpecificWaveSizeMultiplier * humanHomeworldCountMultiplier ).IntValue = 1364 numberOfShips (after applying cap-scale) = 682 7/15/2014 8:29:21 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:17:40 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1974941 effectiveMetalForSalvageWave = floor(AISalvage) = 1974941 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2410.82 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 156 FleetShipBudget *= player.GetHandicapMultiplier() = 156 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 181.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 181.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 409.44 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 2410.82 7/15/2014 8:29:21 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:17:40 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 156 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 2410.82 = FleetShipBudget for this wave's fleet ships = 2410.82 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.68 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 388 ZenithPolarizer @ 2 each = 776 ** Picked 409 ZenithPolarizerII @ 4 each = 1636 = After picking fleet ships, FleetShipBudget is now -1.18 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 202.47 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 1 LightStarship @ 96 each = 96 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -85.53 == Wave total ships: 800 TypesForDirectAdd count by type: ZenithPolarizer : 388 ZenithPolarizerII : 409 LeechStarship : 1 LightStarship : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2700 7/15/2014 8:29:52 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:18:11 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 259120 effectiveMetalForSalvageWave = floor(AISalvage) = 259120 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 316.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 156 FleetShipBudget *= player.GetHandicapMultiplier() = 156 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 181.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 181.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 409.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 8:33:11 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:20:41 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1368952 effectiveMetalForSalvageWave = floor(AISalvage) = 1368952 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1671.08 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 157 FleetShipBudget *= player.GetHandicapMultiplier() = 157 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 183.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 183.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 412.07 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1671.08 7/15/2014 8:33:11 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:20:41 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 157 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 1671.08 = FleetShipBudget for this wave's fleet ships = 1671.08 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.68 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 319 Fighter @ 1.67 each = 531.61 ** Picked 342 FighterII @ 3.33 each = 1139.97 = After picking fleet ships, FleetShipBudget is now -0.5 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 140.34 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -51.66 == Wave total ships: 663 TypesForDirectAdd count by type: Fighter : 319 FighterII : 342 LeechStarship : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2198 7/15/2014 8:34:14 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:21:12 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 290895 effectiveMetalForSalvageWave = floor(AISalvage) = 290895 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 355.1 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 157 FleetShipBudget *= player.GetHandicapMultiplier() = 157 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 183.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 183.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 412.07 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 8:36:49 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:23:42 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 418135 effectiveMetalForSalvageWave = floor(AISalvage) = 418135 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 510.42 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 178 FleetShipBudget *= player.GetHandicapMultiplier() = 178 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 207.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 207.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 467.18 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 8:39:19 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:24:13 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 618715 effectiveMetalForSalvageWave = floor(AISalvage) = 618715 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 755.27 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 178 FleetShipBudget *= player.GetHandicapMultiplier() = 178 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 207.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 207.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 467.18 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 755.27 7/15/2014 8:39:19 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:24:13 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 178 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 755.27 = FleetShipBudget for this wave's fleet ships = 755.27 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 63.43 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -32.57 == Wave total ships: 400 TypesForDirectAdd count by type: YounglingVulture : 237 YounglingVultureII : 96 YounglingVultureIII : 66 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1350 7/15/2014 8:42:03 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:26:43 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 420933 effectiveMetalForSalvageWave = floor(AISalvage) = 420933 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 513.83 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 178 FleetShipBudget *= player.GetHandicapMultiplier() = 178 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 207.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 207.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 467.18 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 8:43:57 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:27:14 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 609893 effectiveMetalForSalvageWave = floor(AISalvage) = 609893 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 744.5 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 178 FleetShipBudget *= player.GetHandicapMultiplier() = 178 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 207.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 207.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 467.18 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 744.5 7/15/2014 8:43:57 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:27:14 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 178 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 744.5 = FleetShipBudget for this wave's fleet ships = 744.5 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 62.53 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -33.47 == Wave total ships: 310 TypesForDirectAdd count by type: YounglingVulture : 112 YounglingVultureIV : 63 YounglingVultureII : 134 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1360 7/15/2014 7:00:58 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:29:44 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 420933 effectiveMetalForSalvageWave = floor(AISalvage) = 420933 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 513.83 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 203 FleetShipBudget *= player.GetHandicapMultiplier() = 203 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 236.8 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 236.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 532.8 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:01:29 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:30:15 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1503929 effectiveMetalForSalvageWave = floor(AISalvage) = 1503929 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1835.85 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 203 FleetShipBudget *= player.GetHandicapMultiplier() = 203 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 236.8 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 236.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 532.8 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1835.85 7/15/2014 7:01:29 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:30:15 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 203 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1835.85 = FleetShipBudget for this wave's fleet ships = 1835.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 154.18 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 2 LeechStarship @ 96 each = 192 = After picking starships, StarshipBudget is now -37.82 == Wave total ships: 642 TypesForDirectAdd count by type: YounglingVultureII : 224 YounglingVultureIII : 78 YounglingVulture : 208 YounglingVultureIV : 52 Bomber : 26 CoreYounglingTiger : 52 LeechStarship : 2 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2960 7/15/2014 7:01:45 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 10:30:29 7/15/2014 7:01:45 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:30:29 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 203 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 1065.6 = FleetShipBudget for this wave's fleet ships = 1065.6 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, RaiderIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 13 FighterIV @ 6.67 each = 86.67 17 CruiserIV @ 6.67 each = 113.33 12 InfiltratorIV @ 4.8 each = 57.59 12 ZenithViralShredderIV @ 8 each = 96 10 SniperIV @ 38.4 each = 383.98 16 AutocannonMinipodIV @ 3.92 each = 62.69 11 RaiderIV @ 6.4 each = 70.38 20 BomberIV @ 10 each = 200.05 = After picking fleet ships, FleetShipBudget is now -5.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 89.49 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 LeechStarshipV @ 480 each = 480 = After picking starships, StarshipBudget is now -390.51 == Wave total ships: 112 TypesForDirectAdd count by type: FighterIV : 13 CruiserIV : 17 InfiltratorIV : 12 ZenithViralShredderIV : 12 SniperIV : 10 AutocannonMinipodIV : 16 RaiderIV : 11 BomberIV : 20 LeechStarshipV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1550.64 7/15/2014 7:04:10 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 10:31:50 normalWaveStrength:434.88 AccumulatedStrengthForNextWave:434.97 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 203 FleetShipBudget *= player.GetHandicapMultiplier() = 203 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 236.8 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 236.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 532.8 Because Diff >= 7 and entry_points = 11, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 426.14 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 434.88 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.42 7/15/2014 7:04:10 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:31:50 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 203 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 434.97 = FleetShipBudget for this wave's fleet ships = 434.97 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.88 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 6 Sniper @ 9.6 each = 57.6 ** Picked 20 SniperII @ 19.2 each = 383.98 = After picking fleet ships, FleetShipBudget is now -6.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 36.53 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -59.47 == Wave total ships: 27 TypesForDirectAdd count by type: Sniper : 6 SniperII : 20 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 537.58 7/15/2014 7:04:48 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 10:32:28 normalWaveStrength:443.61 AccumulatedStrengthForNextWave:443.91 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 203 FleetShipBudget *= player.GetHandicapMultiplier() = 203 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 236.8 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 236.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 532.8 Because Diff >= 7 and entry_points = 11, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 426.14 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 443.61 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.42 7/15/2014 7:04:48 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:32:28 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 203 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 443.91 = FleetShipBudget for this wave's fleet ships = 443.91 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.88 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 4 AutocannonMinipod @ 0.98 each = 3.92 2 Saboteur @ 4.8 each = 9.6 4 Fighter @ 1.67 each = 6.67 7 Bomber @ 2.5 each = 17.5 6 ZenithPolarizer @ 2 each = 12 2 MissileShip @ 1.67 each = 3.33 9 AutocannonMinipodII @ 1.96 each = 17.63 16 MissileShipII @ 3.33 each = 53.33 14 SaboteurII @ 9.6 each = 134.39 14 ZenithPolarizerII @ 4 each = 56 20 FighterII @ 3.33 each = 66.67 13 BomberII @ 5 each = 65.02 = After picking fleet ships, FleetShipBudget is now -2.15 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 37.28 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -58.72 == Wave total ships: 112 TypesForDirectAdd count by type: AutocannonMinipod : 4 Saboteur : 2 Fighter : 4 Bomber : 7 ZenithPolarizer : 6 MissileShip : 2 AutocannonMinipodII : 9 MissileShipII : 16 SaboteurII : 14 ZenithPolarizerII : 14 FighterII : 20 BomberII : 13 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 551.54 7/15/2014 7:05:14 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:32:45 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 748495 effectiveMetalForSalvageWave = floor(AISalvage) = 748495 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 913.69 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 204 FleetShipBudget *= player.GetHandicapMultiplier() = 204 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 237.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 237.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 535.43 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 913.69 7/15/2014 7:05:14 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:32:45 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 204 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 913.69 = FleetShipBudget for this wave's fleet ships = 913.69 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.89 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 13 Fighter @ 1.67 each = 21.66 3 MissileShip @ 1.67 each = 5 8 ZenithPolarizer @ 2 each = 16 8 Bomber @ 2.5 each = 20 7 Saboteur @ 4.8 each = 33.6 8 AutocannonMinipod @ 0.98 each = 7.84 32 ZenithPolarizerII @ 4 each = 128 25 FighterII @ 3.33 each = 83.33 39 BomberII @ 5 each = 195.05 27 SaboteurII @ 9.6 each = 259.19 27 MissileShipII @ 3.33 each = 90 29 AutocannonMinipodII @ 1.96 each = 56.81 = After picking fleet ships, FleetShipBudget is now -2.79 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 76.74 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -19.26 == Wave total ships: 227 TypesForDirectAdd count by type: Fighter : 13 MissileShip : 3 ZenithPolarizer : 8 Bomber : 8 Saboteur : 7 AutocannonMinipod : 8 ZenithPolarizerII : 32 FighterII : 25 BomberII : 39 SaboteurII : 27 MissileShipII : 27 AutocannonMinipodII : 29 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1009.43 7/15/2014 7:05:58 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:33:16 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 608618 effectiveMetalForSalvageWave = floor(AISalvage) = 608618 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 742.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 204 FleetShipBudget *= player.GetHandicapMultiplier() = 204 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 237.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 237.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 535.43 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:06:32 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 10:33:49 7/15/2014 7:06:32 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:33:49 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 204 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 1070.85 = FleetShipBudget for this wave's fleet ships = 1070.85 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, RaiderIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 13 InfiltratorIV @ 4.8 each = 62.38 12 ZenithViralShredderIV @ 8 each = 96 11 SniperIV @ 38.4 each = 422.38 24 RaiderIV @ 6.4 each = 153.56 6 FighterIV @ 6.67 each = 40 10 AutocannonMinipodIV @ 3.92 each = 39.18 18 BomberIV @ 10 each = 180.04 17 CruiserIV @ 6.67 each = 113.33 = After picking fleet ships, FleetShipBudget is now -36.04 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 89.93 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 LeechStarshipV @ 480 each = 480 = After picking starships, StarshipBudget is now -390.07 == Wave total ships: 112 TypesForDirectAdd count by type: InfiltratorIV : 13 ZenithViralShredderIV : 12 SniperIV : 11 RaiderIV : 24 FighterIV : 6 AutocannonMinipodIV : 10 BomberIV : 18 CruiserIV : 17 LeechStarshipV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1581.51 7/15/2014 7:08:29 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:35:46 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1309434 effectiveMetalForSalvageWave = floor(AISalvage) = 1309434 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1598.43 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 204 FleetShipBudget *= player.GetHandicapMultiplier() = 204 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 237.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 237.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 535.43 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1598.43 7/15/2014 7:08:29 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:35:46 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 204 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 1598.43 = FleetShipBudget for this wave's fleet ships = 1598.43 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.89 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 91 ZenithPolarizer @ 2 each = 182 ** Picked 355 ZenithPolarizerII @ 4 each = 1420 = After picking fleet ships, FleetShipBudget is now -3.57 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 134.24 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -57.76 == Wave total ships: 448 TypesForDirectAdd count by type: ZenithPolarizer : 91 ZenithPolarizerII : 355 LightStarship : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1794 7/15/2014 7:09:00 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:36:17 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 886864 effectiveMetalForSalvageWave = floor(AISalvage) = 886864 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1082.6 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 204 FleetShipBudget *= player.GetHandicapMultiplier() = 204 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 237.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 237.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 535.43 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1082.6 7/15/2014 7:09:00 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:36:17 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 204 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 1082.6 = FleetShipBudget for this wave's fleet ships = 1082.6 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 90.92 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -5.08 == Wave total ships: 537 TypesForDirectAdd count by type: YounglingVultureII : 169 YounglingVulture : 243 YounglingVultureIII : 124 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2002 7/15/2014 7:09:53 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 10:37:09 7/15/2014 7:09:53 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:37:09 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 204 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 1070.85 = FleetShipBudget for this wave's fleet ships = 1070.85 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, RaiderIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 13 ZenithViralShredderIV @ 8 each = 104 12 InfiltratorIV @ 4.8 each = 57.59 11 FighterIV @ 6.67 each = 73.33 17 AutocannonMinipodIV @ 3.92 each = 66.61 9 RaiderIV @ 6.4 each = 57.59 8 BomberIV @ 10 each = 80.02 15 SniperIV @ 38.4 each = 575.98 9 CruiserIV @ 6.67 each = 60 = After picking fleet ships, FleetShipBudget is now -4.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 89.93 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 CoreStarship @ 480 each = 480 = After picking starships, StarshipBudget is now -390.07 == Wave total ships: 95 TypesForDirectAdd count by type: ZenithViralShredderIV : 13 InfiltratorIV : 12 FighterIV : 11 AutocannonMinipodIV : 17 RaiderIV : 9 BomberIV : 8 SniperIV : 15 CruiserIV : 9 CoreStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1565.75 7/15/2014 7:14:07 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:38:47 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1012264 effectiveMetalForSalvageWave = floor(AISalvage) = 1012264 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1235.67 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 205 FleetShipBudget *= player.GetHandicapMultiplier() = 205 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 239.13 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 239.13 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 538.05 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1235.67 7/15/2014 7:14:07 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:38:47 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 205 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1235.67 = FleetShipBudget for this wave's fleet ships = 1235.67 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.89 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 12 MissileShip @ 1.67 each = 20 13 ZenithPolarizer @ 2 each = 26 9 Bomber @ 2.5 each = 22.5 11 AutocannonMinipod @ 0.98 each = 10.77 12 Fighter @ 1.67 each = 20 8 Saboteur @ 4.8 each = 38.4 36 SaboteurII @ 9.6 each = 345.59 50 BomberII @ 5 each = 250.06 48 MissileShipII @ 3.33 each = 160 37 ZenithPolarizerII @ 4 each = 148 34 AutocannonMinipodII @ 1.96 each = 66.61 39 FighterII @ 3.33 each = 130 = After picking fleet ships, FleetShipBudget is now -2.24 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 103.78 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -88.22 == Wave total ships: 311 TypesForDirectAdd count by type: MissileShip : 12 ZenithPolarizer : 13 Bomber : 9 AutocannonMinipod : 11 Fighter : 12 Saboteur : 8 SaboteurII : 36 BomberII : 50 MissileShipII : 48 ZenithPolarizerII : 37 AutocannonMinipodII : 34 FighterII : 39 Dreadnought : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1441.36 7/15/2014 7:15:05 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:39:20 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 433040 effectiveMetalForSalvageWave = floor(AISalvage) = 433040 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 528.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 230 FleetShipBudget *= player.GetHandicapMultiplier() = 230 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 268.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 268.3 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 603.67 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:18:29 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 10:40:29 7/15/2014 7:18:29 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:40:29 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 230 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 1207.33 = FleetShipBudget for this wave's fleet ships = 1207.33 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, RaiderIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 6 BomberIV @ 10 each = 60.01 14 FighterIV @ 6.67 each = 93.33 20 ZenithViralShredderIV @ 8 each = 160 17 CruiserIV @ 6.67 each = 113.33 11 AutocannonMinipodIV @ 3.92 each = 43.1 14 SniperIV @ 38.4 each = 537.58 20 InfiltratorIV @ 4.8 each = 95.98 20 RaiderIV @ 6.4 each = 127.97 = After picking fleet ships, FleetShipBudget is now -23.97 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 101.4 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 SpireStarshipIV @ 768 each = 768 = After picking starships, StarshipBudget is now -666.6 == Wave total ships: 123 TypesForDirectAdd count by type: BomberIV : 6 FighterIV : 14 ZenithViralShredderIV : 20 CruiserIV : 17 AutocannonMinipodIV : 11 SniperIV : 14 InfiltratorIV : 20 RaiderIV : 20 SpireStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2028.62 7/15/2014 7:20:16 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:42:06 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 190020 effectiveMetalForSalvageWave = floor(AISalvage) = 190020 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 231.96 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 230 FleetShipBudget *= player.GetHandicapMultiplier() = 230 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 268.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 268.3 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 603.67 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:20:31 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:42:21 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 633432 effectiveMetalForSalvageWave = floor(AISalvage) = 633432 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 773.23 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 230 FleetShipBudget *= player.GetHandicapMultiplier() = 230 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 268.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 268.3 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 603.67 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:22:21 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 10:43:49 7/15/2014 7:22:21 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:43:49 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 230 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 1207.33 = FleetShipBudget for this wave's fleet ships = 1207.33 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, RaiderIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 20 RaiderIV @ 6.4 each = 127.97 19 AutocannonMinipodIV @ 3.92 each = 74.44 19 ZenithViralShredderIV @ 8 each = 152 10 CruiserIV @ 6.67 each = 66.67 15 FighterIV @ 6.67 each = 100 15 InfiltratorIV @ 4.8 each = 71.98 12 BomberIV @ 10 each = 120.03 13 SniperIV @ 38.4 each = 499.18 = After picking fleet ships, FleetShipBudget is now -4.94 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 101.4 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 LeechStarshipV @ 480 each = 480 = After picking starships, StarshipBudget is now -378.6 == Wave total ships: 124 TypesForDirectAdd count by type: RaiderIV : 20 AutocannonMinipodIV : 19 ZenithViralShredderIV : 19 CruiserIV : 10 FighterIV : 15 InfiltratorIV : 15 BomberIV : 12 SniperIV : 13 LeechStarshipV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1701.57 7/15/2014 7:23:51 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:45:07 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 190020 effectiveMetalForSalvageWave = floor(AISalvage) = 190020 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 231.96 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 230 FleetShipBudget *= player.GetHandicapMultiplier() = 230 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 268.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 268.3 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 603.67 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:24:35 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:45:22 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1104295 effectiveMetalForSalvageWave = floor(AISalvage) = 1104295 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1348.02 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 462 FleetShipBudget *= player.GetHandicapMultiplier() = 462 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 538.92 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 538.92 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1212.58 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:26:54 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 10:47:09 7/15/2014 7:26:54 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:47:09 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 232 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 2435.66 = FleetShipBudget for this wave's fleet ships = 2435.66 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, RaiderIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 21 AutocannonMinipodIV @ 3.92 each = 82.28 30 FighterIV @ 6.67 each = 200 32 InfiltratorIV @ 4.8 each = 153.56 29 ZenithViralShredderIV @ 8 each = 232 30 RaiderIV @ 6.4 each = 191.95 35 BomberIV @ 10 each = 350.09 27 SniperIV @ 38.4 each = 1036.76 29 CruiserIV @ 6.67 each = 193.34 = After picking fleet ships, FleetShipBudget is now -4.31 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 204.56 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 AIRaidStarshipIV @ 256 each = 256 = After picking starships, StarshipBudget is now -51.44 == Wave total ships: 234 TypesForDirectAdd count by type: AutocannonMinipodIV : 21 FighterIV : 30 InfiltratorIV : 32 ZenithViralShredderIV : 29 RaiderIV : 30 BomberIV : 35 SniperIV : 27 CruiserIV : 29 AIRaidStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2704.55 7/15/2014 7:28:23 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:48:08 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 190020 effectiveMetalForSalvageWave = floor(AISalvage) = 190020 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 231.96 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 464 FleetShipBudget *= player.GetHandicapMultiplier() = 464 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 541.26 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 541.26 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1217.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:28:57 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:48:23 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1371381 effectiveMetalForSalvageWave = floor(AISalvage) = 1371381 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1674.05 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 464 FleetShipBudget *= player.GetHandicapMultiplier() = 464 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 541.26 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 541.26 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1217.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:32:05 PM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 10:50:29 7/15/2014 7:32:05 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:50:29 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 233 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 2446.16 = FleetShipBudget for this wave's fleet ships = 2446.16 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, RaiderIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 39 FighterIV @ 6.67 each = 260 22 RaiderIV @ 6.4 each = 140.77 28 ZenithViralShredderIV @ 8 each = 224 32 InfiltratorIV @ 4.8 each = 153.56 38 CruiserIV @ 6.67 each = 253.34 21 AutocannonMinipodIV @ 3.92 each = 82.28 28 SniperIV @ 38.4 each = 1075.16 26 BomberIV @ 10 each = 260.06 = After picking fleet ships, FleetShipBudget is now -3.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 205.44 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 WarbirdStarship @ 320 each = 320 = After picking starships, StarshipBudget is now -114.56 == Wave total ships: 235 TypesForDirectAdd count by type: FighterIV : 39 RaiderIV : 22 ZenithViralShredderIV : 28 InfiltratorIV : 32 CruiserIV : 38 AutocannonMinipodIV : 21 SniperIV : 28 BomberIV : 26 WarbirdStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2819.76 7/15/2014 7:32:44 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:51:09 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 190020 effectiveMetalForSalvageWave = floor(AISalvage) = 190020 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 231.96 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 466 FleetShipBudget *= player.GetHandicapMultiplier() = 466 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 543.59 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 543.59 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1223.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:33:07 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:51:24 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1954247 effectiveMetalForSalvageWave = floor(AISalvage) = 1954247 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2385.56 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 466 FleetShipBudget *= player.GetHandicapMultiplier() = 466 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 543.59 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 543.59 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1223.08 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 2385.56 7/15/2014 7:33:07 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:51:24 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 233 ; AITechLevel: 2 ; IsSchizo: False WaveStrength = 2385.56 = FleetShipBudget for this wave's fleet ships = 2385.56 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 200.35 * called PickUnitsForWave with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 BomberStarship @ 96 each = 96 1 AIRaidStarship @ 64 each = 64 1 Flagship @ 192 each = 192 = After picking starships, StarshipBudget is now -151.65 == Wave total ships: 642 TypesForDirectAdd count by type: Bomber : 38 YounglingVultureIII : 561 ElectricShuttle : 5 ZenithHydraHead : 35 BomberStarship : 1 AIRaidStarship : 1 Flagship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 3847.54 7/15/2014 7:37:04 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:54:10 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 190020 effectiveMetalForSalvageWave = floor(AISalvage) = 190020 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 231.96 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 478 FleetShipBudget *= player.GetHandicapMultiplier() = 478 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 557.59 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 557.59 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1254.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:37:19 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:54:25 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 264001 effectiveMetalForSalvageWave = floor(AISalvage) = 264001 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 322.27 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 478 FleetShipBudget *= player.GetHandicapMultiplier() = 478 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 557.59 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 557.59 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1254.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:42:22 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:57:11 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 190020 effectiveMetalForSalvageWave = floor(AISalvage) = 190020 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 231.96 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 524 FleetShipBudget *= player.GetHandicapMultiplier() = 524 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 611.25 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 611.25 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1375.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/15/2014 7:42:37 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:57:26 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 2822159 effectiveMetalForSalvageWave = floor(AISalvage) = 2822159 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 3445.02 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 524 FleetShipBudget *= player.GetHandicapMultiplier() = 524 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 611.25 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 611.25 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1375.31 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 3445.02 7/15/2014 7:42:37 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:57:26 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 262 ; AITechLevel: 2 ; IsSchizo: False WaveStrength = 3445.02 = FleetShipBudget for this wave's fleet ships = 3445.02 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 289.33 * called PickUnitsForWave with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 DreadnoughtII @ 192 each = 192 1 Flagship @ 192 each = 192 = After picking starships, StarshipBudget is now -94.67 == Wave total ships: 1171 TypesForDirectAdd count by type: YounglingVulture : 345 YounglingVultureIII : 176 YounglingVultureII : 283 YounglingVultureIV : 165 CoreYounglingTiger : 31 TypesForCarrierAdd count by type: CoreYounglingTiger : 169 DreadnoughtII : 1 Flagship : 1 == For a grand-total Strength value of 6582 7/16/2014 8:52:23 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:29:44 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 420933 effectiveMetalForSalvageWave = floor(AISalvage) = 420933 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 513.83 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 203 FleetShipBudget *= player.GetHandicapMultiplier() = 203 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 236.8 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 236.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 532.8 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 8:53:05 AM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Copo, wave size factor: 2 ; Game Time: 10:29:46 7/16/2014 8:53:05 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:29:46 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 203 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 1065.6 = FleetShipBudget for this wave's fleet ships = 1065.6 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, RaiderIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 10 RaiderIV @ 6.4 each = 63.98 16 InfiltratorIV @ 4.8 each = 76.78 14 BomberIV @ 10 each = 140.03 12 AutocannonMinipodIV @ 3.92 each = 47.02 10 ZenithViralShredderIV @ 8 each = 80 13 SniperIV @ 38.4 each = 499.18 11 FighterIV @ 6.67 each = 73.33 14 CruiserIV @ 6.67 each = 93.33 = After picking fleet ships, FleetShipBudget is now -8.06 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 89.49 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 AIRaidStarshipIV @ 256 each = 256 = After picking starships, StarshipBudget is now -166.51 == Wave total ships: 101 TypesForDirectAdd count by type: RaiderIV : 10 InfiltratorIV : 16 BomberIV : 14 AutocannonMinipodIV : 12 ZenithViralShredderIV : 10 SniperIV : 13 FighterIV : 11 CruiserIV : 14 AIRaidStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1334.96 7/16/2014 8:55:03 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:30:15 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1481577 effectiveMetalForSalvageWave = floor(AISalvage) = 1481577 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1808.57 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 203 FleetShipBudget *= player.GetHandicapMultiplier() = 203 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 236.8 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 236.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 532.8 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1808.57 7/16/2014 8:55:03 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:30:15 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 203 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1808.57 = FleetShipBudget for this wave's fleet ships = 1808.57 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.88 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 13 AutocannonMinipod @ 0.98 each = 12.73 6 Infiltrator @ 1.2 each = 7.2 5 MissileShip @ 1.67 each = 8.33 12 ZenithViralShredder @ 2 each = 24 5 Fighter @ 1.67 each = 8.33 14 Sniper @ 9.6 each = 134.39 6 Raider @ 1.6 each = 9.6 5 Bomber @ 2.5 each = 12.5 37 MissileShipII @ 3.33 each = 123.33 33 ZenithViralShredderII @ 4 each = 132 32 InfiltratorII @ 2.4 each = 76.78 43 SniperII @ 19.2 each = 825.57 35 BomberII @ 5 each = 175.04 24 FighterII @ 3.33 each = 80 36 RaiderII @ 3.2 each = 115.17 34 AutocannonMinipodII @ 1.96 each = 66.61 = After picking fleet ships, FleetShipBudget is now -3.02 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 151.89 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 2 LightStarship @ 96 each = 192 = After picking starships, StarshipBudget is now -40.11 == Wave total ships: 342 TypesForDirectAdd count by type: AutocannonMinipod : 13 Infiltrator : 6 MissileShip : 5 ZenithViralShredder : 12 Fighter : 5 Sniper : 14 Raider : 6 Bomber : 5 MissileShipII : 37 ZenithViralShredderII : 33 InfiltratorII : 32 SniperII : 43 BomberII : 35 FighterII : 24 RaiderII : 36 AutocannonMinipodII : 34 LightStarship : 2 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2010.05 7/16/2014 9:15:55 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:07:00 normalWaveStrength:200 AccumulatedStrengthForNextWave:200.06 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 15 FleetShipBudget *= player.GetHandicapMultiplier() = 15 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 17.5 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 Because Diff >= 7 and entry_points = 0, entryPointMultiplier = 1 Because game time < 2 hours (420 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1 normalWaveStrength *= entryPointMultiplier = 76.5 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 76.5 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.06 7/16/2014 9:15:55 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 0:07:00 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 15 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 200.06 = FleetShipBudget for this wave's fleet ships = 200.06 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.07 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, ZenithMirror ** Picked 21 Bomber @ 2.5 each = 52.51 21 Raider @ 1.6 each = 33.59 25 Fighter @ 1.67 each = 41.66 19 MissileShip @ 1.67 each = 31.66 14 ZenithMirror @ 2 each = 28 2 MissileShipII @ 3.33 each = 6.67 1 ZenithMirrorII @ 4 each = 4 1 FighterII @ 3.33 each = 3.33 = After picking fleet ships, FleetShipBudget is now -1.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -79.2 The OTHER AI player's AIType has GetsSupportCorpsLogic flag, so: = SpecialBudget = originalFleetShipBudget * 0.1 = 19.98 * called PickUnitsForWave with: Decloaker, SpeedBooster, DecoyDrone ** Picked 1 DecoyDrone @ 230.39 each = 230.39 = After picking AI-type-specific ships, SpecialBudget is now -210.41 == Wave total ships: 106 TypesForDirectAdd count by type: Bomber : 21 Raider : 21 Fighter : 25 MissileShip : 19 ZenithMirror : 14 MissileShipII : 2 ZenithMirrorII : 1 FighterII : 1 LeechStarship : 1 DecoyDrone : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 361.19 7/16/2014 9:19:25 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:10:30 normalWaveStrength:200 AccumulatedStrengthForNextWave:200.06 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 15 FleetShipBudget *= player.GetHandicapMultiplier() = 15 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 17.5 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 Because Diff >= 7 and entry_points = 0, entryPointMultiplier = 1 Because game time < 2 hours (630 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1 normalWaveStrength *= entryPointMultiplier = 76.5 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 76.5 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.06 7/16/2014 9:19:25 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 0:10:30 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 15 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 200.06 = FleetShipBudget for this wave's fleet ships = 200.06 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.07 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: Bomber ** Picked 68 Bomber @ 2.5 each = 170.03 2 BomberII @ 5 each = 10 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, MunitionsBooster ** Picked 2 Fighter @ 1.67 each = 3.33 1 Bomber @ 2.5 each = 2.5 2 MunitionsBooster @ 10.11 each = 20.21 = After picking fleet ships, FleetShipBudget is now -6.02 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -79.2 The OTHER AI player's AIType has GetsSupportCorpsLogic flag, so: = SpecialBudget = originalFleetShipBudget * 0.1 = 19.98 * called PickUnitsForWave with: MunitionsBoosterII, Decloaker, SpeedBooster, DecoyDrone ** Picked 2 SpeedBooster @ 5.88 each = 11.75 1 Decloaker @ 1.93 each = 1.93 1 DecoyDrone @ 230.39 each = 230.39 = After picking AI-type-specific ships, SpecialBudget is now -224.1 == Wave total ships: 80 TypesForDirectAdd count by type: Bomber : 69 BomberII : 2 Fighter : 2 MunitionsBooster : 2 LightStarship : 1 SpeedBooster : 2 Decloaker : 1 DecoyDrone : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 337.5 7/16/2014 9:20:34 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:11:39 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 998 effectiveMetalForSalvageWave = floor(AISalvage) = 998 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 15 FleetShipBudget *= player.GetHandicapMultiplier() = 15 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 17.5 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 9:23:36 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:14:40 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1961 effectiveMetalForSalvageWave = floor(AISalvage) = 1961 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2.39 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 15 FleetShipBudget *= player.GetHandicapMultiplier() = 15 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 17.5 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 9:30:30 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:17:41 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 2826 effectiveMetalForSalvageWave = floor(AISalvage) = 2826 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 3.45 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 35 FleetShipBudget *= player.GetHandicapMultiplier() = 35 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 40.83 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 40.83 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 91.86 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 9:36:44 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:20:42 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 4880 effectiveMetalForSalvageWave = floor(AISalvage) = 4880 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 5.96 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 35 FleetShipBudget *= player.GetHandicapMultiplier() = 35 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 40.83 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 40.83 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 91.86 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 9:39:45 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:23:43 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 8763 effectiveMetalForSalvageWave = floor(AISalvage) = 8763 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 10.7 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 35 FleetShipBudget *= player.GetHandicapMultiplier() = 35 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 40.83 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 40.83 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 91.86 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 9:44:22 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:26:44 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16679 effectiveMetalForSalvageWave = floor(AISalvage) = 16679 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 35 FleetShipBudget *= player.GetHandicapMultiplier() = 35 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 40.83 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 40.83 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 91.86 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 9:47:23 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:29:45 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 28400 effectiveMetalForSalvageWave = floor(AISalvage) = 28400 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 34.67 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 35 FleetShipBudget *= player.GetHandicapMultiplier() = 35 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 40.83 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 40.83 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 91.86 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 9:50:25 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:32:46 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 41542 effectiveMetalForSalvageWave = floor(AISalvage) = 41542 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 50.71 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 35 FleetShipBudget *= player.GetHandicapMultiplier() = 35 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 40.83 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 40.83 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 91.86 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 9:53:26 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:35:47 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 56235 effectiveMetalForSalvageWave = floor(AISalvage) = 56235 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 68.65 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 35 FleetShipBudget *= player.GetHandicapMultiplier() = 35 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 40.83 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 40.83 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 91.86 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 9:56:27 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:38:48 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 72694 effectiveMetalForSalvageWave = floor(AISalvage) = 72694 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 88.74 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 35 FleetShipBudget *= player.GetHandicapMultiplier() = 35 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 40.83 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 40.83 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 91.86 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:00:29 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:41:49 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 88478 effectiveMetalForSalvageWave = floor(AISalvage) = 88478 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 108.01 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 35 FleetShipBudget *= player.GetHandicapMultiplier() = 35 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 40.83 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 40.83 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 91.86 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:05:03 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:44:50 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 94500 effectiveMetalForSalvageWave = floor(AISalvage) = 94500 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 115.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 55 FleetShipBudget *= player.GetHandicapMultiplier() = 55 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 64.16 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 64.16 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 144.35 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:21:41 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:47:51 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 137177 effectiveMetalForSalvageWave = floor(AISalvage) = 137177 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 167.45 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 55 FleetShipBudget *= player.GetHandicapMultiplier() = 55 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 64.16 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 64.16 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 144.35 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:26:42 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:50:52 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 151910 effectiveMetalForSalvageWave = floor(AISalvage) = 151910 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 185.44 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 75 FleetShipBudget *= player.GetHandicapMultiplier() = 75 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 87.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 87.49 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 196.85 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:34:09 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:53:53 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 157094 effectiveMetalForSalvageWave = floor(AISalvage) = 157094 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 191.77 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 75 FleetShipBudget *= player.GetHandicapMultiplier() = 75 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 87.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 87.49 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 196.85 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:36:18 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:55:46 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 24759 effectiveMetalForSalvageWave = floor(AISalvage) = 24759 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 30.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 75 FleetShipBudget *= player.GetHandicapMultiplier() = 75 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 87.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 87.49 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 196.85 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:37:26 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:56:54 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 157094 effectiveMetalForSalvageWave = floor(AISalvage) = 157094 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 191.77 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 75 FleetShipBudget *= player.GetHandicapMultiplier() = 75 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 87.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 87.49 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 196.85 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:39:53 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:58:47 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 50663 effectiveMetalForSalvageWave = floor(AISalvage) = 50663 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 61.84 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 75 FleetShipBudget *= player.GetHandicapMultiplier() = 75 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 87.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 87.49 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 196.85 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:41:59 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:59:55 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 157094 effectiveMetalForSalvageWave = floor(AISalvage) = 157094 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 191.77 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:45:07 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:01:48 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 52381 effectiveMetalForSalvageWave = floor(AISalvage) = 52381 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 63.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:46:15 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:02:56 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 157094 effectiveMetalForSalvageWave = floor(AISalvage) = 157094 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 191.77 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:48:08 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:04:49 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 52381 effectiveMetalForSalvageWave = floor(AISalvage) = 52381 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 63.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:49:38 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:05:57 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 163190 effectiveMetalForSalvageWave = floor(AISalvage) = 163190 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 199.21 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:51:31 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:07:50 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 52381 effectiveMetalForSalvageWave = floor(AISalvage) = 52381 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 63.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:52:48 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:08:58 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 198914 effectiveMetalForSalvageWave = floor(AISalvage) = 198914 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 242.81 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:53:57 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:10:06 normalWaveStrength:413.85 AccumulatedStrengthForNextWave:413.94 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 Because Diff >= 7 and entry_points = 1, entryPointMultiplier = 2 Because game time < 2 hours (4206 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1.58 normalWaveStrength *= entryPointMultiplier = 394.95 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 413.85 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.2 7/16/2014 10:53:57 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:10:06 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 95 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 413.94 = FleetShipBudget for this wave's fleet ships = 413.94 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.41 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, ZenithMirror ** Picked 152 Raider @ 1.6 each = 243.14 ** Picked 54 RaiderII @ 3.2 each = 172.76 = After picking fleet ships, FleetShipBudget is now -1.96 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 34.76 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -61.24 The OTHER AI player's AIType has GetsSupportCorpsLogic flag, so: = SpecialBudget = originalFleetShipBudget * 0.1 = 41.33 * called PickUnitsForWave with: Decloaker, SpeedBooster, DecoyDrone ** Picked 2 SpeedBooster @ 5.88 each = 11.75 1 Decloaker @ 1.93 each = 1.93 1 DecoyDrone @ 230.39 each = 230.39 = After picking AI-type-specific ships, SpecialBudget is now -202.74 == Wave total ships: 211 TypesForDirectAdd count by type: Raider : 152 RaiderII : 54 Dreadnought : 1 SpeedBooster : 2 Decloaker : 1 DecoyDrone : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 583.18 7/16/2014 10:54:54 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:10:51 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 52381 effectiveMetalForSalvageWave = floor(AISalvage) = 52381 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 63.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:54:54 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:10:51 normalWaveStrength:410.09 AccumulatedStrengthForNextWave:410.12 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 Because Diff >= 7 and entry_points = 1, entryPointMultiplier = 2 Because game time < 2 hours (4251 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1.59 normalWaveStrength *= entryPointMultiplier = 396.53 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 410.09 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.2 7/16/2014 10:54:54 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:10:51 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 95 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 410.12 = FleetShipBudget for this wave's fleet ships = 410.12 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.41 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, MunitionsBooster ** Picked 11 Fighter @ 1.67 each = 18.33 16 MunitionsBooster @ 10.11 each = 161.68 17 Bomber @ 2.5 each = 42.51 16 MissileShip @ 1.67 each = 26.66 8 BomberII @ 5 each = 40.01 3 MissileShipII @ 3.33 each = 10 5 MunitionsBoosterII @ 20.21 each = 101.05 8 FighterII @ 3.33 each = 26.67 = After picking fleet ships, FleetShipBudget is now -16.79 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 34.44 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -61.56 The OTHER AI player's AIType has GetsSupportCorpsLogic flag, so: = SpecialBudget = originalFleetShipBudget * 0.1 = 40.95 * called PickUnitsForWave with: MunitionsBoosterII, Decloaker, SpeedBooster, DecoyDrone ** Picked 1 SpeedBooster @ 5.88 each = 5.88 1 DecoyDrone @ 230.39 each = 230.39 = After picking AI-type-specific ships, SpecialBudget is now -195.32 == Wave total ships: 87 TypesForDirectAdd count by type: Fighter : 11 MunitionsBooster : 16 Bomber : 17 MissileShip : 16 BomberII : 8 MissileShipII : 3 MunitionsBoosterII : 5 FighterII : 8 LightStarship : 1 SpeedBooster : 1 DecoyDrone : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 586.21 7/16/2014 10:56:02 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:11:59 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 231324 effectiveMetalForSalvageWave = floor(AISalvage) = 231324 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 282.38 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:57:55 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:13:52 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 52381 effectiveMetalForSalvageWave = floor(AISalvage) = 52381 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 63.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 10:59:03 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:15:00 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 270108 effectiveMetalForSalvageWave = floor(AISalvage) = 270108 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 329.72 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:01:28 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:16:53 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 52381 effectiveMetalForSalvageWave = floor(AISalvage) = 52381 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 63.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:03:02 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:18:01 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 333045 effectiveMetalForSalvageWave = floor(AISalvage) = 333045 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 406.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 95 FleetShipBudget *= player.GetHandicapMultiplier() = 95 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 110.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 110.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 249.34 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 406.55 7/16/2014 11:03:02 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:18:01 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 95 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 406.55 = FleetShipBudget for this wave's fleet ships = 406.55 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 34.14 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -61.86 == Wave total ships: 9 TypesForDirectAdd count by type: SpireBladeSpawner : 8 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 556.8 7/16/2014 11:05:35 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:19:54 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 52381 effectiveMetalForSalvageWave = floor(AISalvage) = 52381 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 63.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:09:36 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:21:02 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 3897 effectiveMetalForSalvageWave = floor(AISalvage) = 3897 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 4.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:11:29 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:22:55 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 52381 effectiveMetalForSalvageWave = floor(AISalvage) = 52381 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 63.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:12:37 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:24:03 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 3897 effectiveMetalForSalvageWave = floor(AISalvage) = 3897 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 4.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:14:30 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:25:56 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 52381 effectiveMetalForSalvageWave = floor(AISalvage) = 52381 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 63.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:15:38 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:27:04 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 3897 effectiveMetalForSalvageWave = floor(AISalvage) = 3897 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 4.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:17:31 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:28:57 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 52381 effectiveMetalForSalvageWave = floor(AISalvage) = 52381 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 63.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:18:39 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:30:05 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 3897 effectiveMetalForSalvageWave = floor(AISalvage) = 3897 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 4.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:18:55 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:30:21 normalWaveStrength:270.31 AccumulatedStrengthForNextWave:270.33 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 Because Diff >= 7 and entry_points = 5, entryPointMultiplier = 0.8 Because game time < 2 hours (5421 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 0.85 normalWaveStrength *= entryPointMultiplier = 256.29 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 270.31 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 7/16/2014 11:18:55 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:30:21 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 115 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 270.33 = FleetShipBudget for this wave's fleet ships = 270.33 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, ZenithMirror ** Picked 19 ZenithMirror @ 2 each = 38 16 Bomber @ 2.5 each = 40.01 18 MissileShip @ 1.67 each = 30 10 Raider @ 1.6 each = 16 8 Fighter @ 1.67 each = 13.33 8 BomberII @ 5 each = 40.01 4 MissileShipII @ 3.33 each = 13.33 10 FighterII @ 3.33 each = 33.33 6 ZenithMirrorII @ 4 each = 24 7 RaiderII @ 3.2 each = 22.39 = After picking fleet ships, FleetShipBudget is now -0.07 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.7 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -73.3 The OTHER AI player's AIType has GetsSupportCorpsLogic flag, so: = SpecialBudget = originalFleetShipBudget * 0.1 = 26.99 * called PickUnitsForWave with: Decloaker, SpeedBooster, DecoyDrone ** Picked 2 Decloaker @ 1.93 each = 3.87 1 DecoyDrone @ 230.39 each = 230.39 = After picking AI-type-specific ships, SpecialBudget is now -207.26 == Wave total ships: 110 TypesForDirectAdd count by type: ZenithMirror : 19 Bomber : 16 MissileShip : 18 Raider : 10 Fighter : 8 BomberII : 8 MissileShipII : 4 FighterII : 10 ZenithMirrorII : 6 RaiderII : 7 Dreadnought : 1 Decloaker : 2 DecoyDrone : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 429.86 7/16/2014 11:19:17 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:30:43 normalWaveStrength:266.65 AccumulatedStrengthForNextWave:266.7 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 Because Diff >= 7 and entry_points = 5, entryPointMultiplier = 0.8 Because game time < 2 hours (5443 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 0.85 normalWaveStrength *= entryPointMultiplier = 256.15 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 266.65 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 7/16/2014 11:19:17 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:30:43 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 115 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 266.7 = FleetShipBudget for this wave's fleet ships = 266.7 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: Bomber ** Picked 48 Bomber @ 2.5 each = 120.02 24 BomberII @ 5 each = 120.03 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, MunitionsBooster ** Picked 2 MunitionsBooster @ 10.11 each = 20.21 1 FighterII @ 3.33 each = 3.33 1 MissileShipII @ 3.33 each = 3.33 = After picking fleet ships, FleetShipBudget is now -0.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.4 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -73.6 The OTHER AI player's AIType has GetsSupportCorpsLogic flag, so: = SpecialBudget = originalFleetShipBudget * 0.1 = 26.63 * called PickUnitsForWave with: MunitionsBoosterII, Decloaker, SpeedBooster, DecoyDrone ** Picked 1 DecoyDrone @ 230.39 each = 230.39 = After picking AI-type-specific ships, SpecialBudget is now -203.76 == Wave total ships: 78 TypesForDirectAdd count by type: Bomber : 48 BomberII : 24 MunitionsBooster : 2 FighterII : 1 MissileShipII : 1 LightStarship : 1 DecoyDrone : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 373.81 7/16/2014 11:20:32 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:31:58 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 52381 effectiveMetalForSalvageWave = floor(AISalvage) = 52381 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 63.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:21:40 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:33:06 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 3897 effectiveMetalForSalvageWave = floor(AISalvage) = 3897 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 4.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:23:33 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:34:59 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 52381 effectiveMetalForSalvageWave = floor(AISalvage) = 52381 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 63.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:25:59 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:36:07 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 3897 effectiveMetalForSalvageWave = floor(AISalvage) = 3897 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 4.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 135 FleetShipBudget *= player.GetHandicapMultiplier() = 135 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 157.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 157.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 354.33 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:32:32 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:38:00 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 57733 effectiveMetalForSalvageWave = floor(AISalvage) = 57733 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 70.47 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 135 FleetShipBudget *= player.GetHandicapMultiplier() = 135 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 157.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 157.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 354.33 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:36:42 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:39:08 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 67289 effectiveMetalForSalvageWave = floor(AISalvage) = 67289 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 82.14 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 155 FleetShipBudget *= player.GetHandicapMultiplier() = 155 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 180.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 180.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 406.82 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:40:19 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:41:01 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 70501 effectiveMetalForSalvageWave = floor(AISalvage) = 70501 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 86.06 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 155 FleetShipBudget *= player.GetHandicapMultiplier() = 155 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 180.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 180.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 406.82 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:41:47 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:42:09 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 67289 effectiveMetalForSalvageWave = floor(AISalvage) = 67289 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 82.14 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 155 FleetShipBudget *= player.GetHandicapMultiplier() = 155 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 180.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 180.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 406.82 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 11:44:35 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:44:02 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 70501 effectiveMetalForSalvageWave = floor(AISalvage) = 70501 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 86.06 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 155 FleetShipBudget *= player.GetHandicapMultiplier() = 155 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 180.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 180.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 406.82 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:29:26 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:04:10 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 7843 effectiveMetalForSalvageWave = floor(AISalvage) = 7843 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 9.57 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:30:26 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:07:00 normalWaveStrength:200 AccumulatedStrengthForNextWave:200.06 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 Because Diff >= 7 and entry_points = 0, entryPointMultiplier = 1 Because game time < 2 hours (420 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1 normalWaveStrength *= entryPointMultiplier = 76.5 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 76.5 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.06 7/16/2014 12:30:26 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 0:07:00 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 10 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 200.06 = FleetShipBudget for this wave's fleet ships = 200.06 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.04 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, SentinelFrigate ** Picked 13 Bomber @ 2.5 each = 32.51 9 Fighter @ 1.67 each = 15 14 SentinelFrigate @ 10.11 each = 141.47 7 MissileShip @ 1.67 each = 11.67 = After picking fleet ships, FleetShipBudget is now -0.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -79.2 The OTHER AI player's AIType has GetsSupportCorpsLogic flag, so: = SpecialBudget = originalFleetShipBudget * 0.1 = 19.98 * called PickUnitsForWave with: Decloaker, SpeedBooster, DecoyDrone ** Picked 1 DecoyDrone @ 230.39 each = 230.39 = After picking AI-type-specific ships, SpecialBudget is now -210.41 == Wave total ships: 45 TypesForDirectAdd count by type: Bomber : 13 Fighter : 9 SentinelFrigate : 14 MissileShip : 7 LeechStarship : 1 DecoyDrone : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 353.07 7/16/2014 12:30:28 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:07:11 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:30:55 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:10:12 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:30:57 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:10:30 normalWaveStrength:200 AccumulatedStrengthForNextWave:200.06 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 Because Diff >= 7 and entry_points = 0, entryPointMultiplier = 1 Because game time < 2 hours (630 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1 normalWaveStrength *= entryPointMultiplier = 76.5 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 76.5 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.06 7/16/2014 12:30:57 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 0:10:30 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 10 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 200.06 = FleetShipBudget for this wave's fleet ships = 200.06 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.04 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: Bomber, ZenithElectricBomber ** Picked 18 ZenithElectricBomber @ 10.11 each = 181.89 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithElectricBomber, ZenithReprocessor ** Picked 7 Bomber @ 2.5 each = 17.5 ** Picked 1 BomberII @ 5 each = 5 = After picking fleet ships, FleetShipBudget is now -4.34 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -79.2 The OTHER AI player's AIType has GetsSupportCorpsLogic flag, so: = SpecialBudget = originalFleetShipBudget * 0.1 = 19.98 * called PickUnitsForWave with: Decloaker, SpeedBooster, DecoyDrone ** Picked 1 Decloaker @ 1.93 each = 1.93 1 DecoyDrone @ 230.39 each = 230.39 = After picking AI-type-specific ships, SpecialBudget is now -212.35 == Wave total ships: 29 TypesForDirectAdd count by type: ZenithElectricBomber : 18 Bomber : 7 BomberII : 1 LeechStarship : 1 Decloaker : 1 DecoyDrone : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 355.43 7/16/2014 12:31:21 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:13:13 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:31:47 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:16:14 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:32:12 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:19:15 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:32:31 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:21:57 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:32:32 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:22:16 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:32:36 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:24:58 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:32:37 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:25:17 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:32:41 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:27:59 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:32:41 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:28:18 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:32:46 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:31:00 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:32:46 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:31:19 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:32:51 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:34:01 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:32:51 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:34:20 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:32:56 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:37:02 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:32:56 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:37:21 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:01 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:40:03 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:01 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:40:22 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:05 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:43:04 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:06 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:43:23 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:10 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:46:05 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:11 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:46:24 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:15 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:49:06 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:16 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:49:25 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:20 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:52:07 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:21 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:52:26 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:25 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:55:08 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:26 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:55:27 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:30 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:58:09 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:30 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:58:28 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:35 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:01:10 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:35 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:01:29 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:36 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:02:04 normalWaveStrength:200 AccumulatedStrengthForNextWave:200.05 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 Because Diff >= 7 and entry_points = 1, entryPointMultiplier = 2 Because game time < 2 hours (3724 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1.52 normalWaveStrength *= entryPointMultiplier = 116.06 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 120.82 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.06 7/16/2014 12:33:36 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:02:04 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 10 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 200.05 = FleetShipBudget for this wave's fleet ships = 200.05 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.04 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, SentinelFrigate ** Picked 77 Bomber @ 2.5 each = 192.54 ** Picked 2 BomberII @ 5 each = 10 = After picking fleet ships, FleetShipBudget is now -2.49 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -79.2 The OTHER AI player's AIType has GetsSupportCorpsLogic flag, so: = SpecialBudget = originalFleetShipBudget * 0.1 = 19.98 * called PickUnitsForWave with: Decloaker, SpeedBooster, DecoyDrone ** Picked 1 DecoyDrone @ 230.39 each = 230.39 = After picking AI-type-specific ships, SpecialBudget is now -210.42 == Wave total ships: 81 TypesForDirectAdd count by type: Bomber : 77 BomberII : 2 Dreadnought : 1 DecoyDrone : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 315.6 7/16/2014 12:33:40 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:04:11 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:40 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:04:30 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:42 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:05:34 normalWaveStrength:200 AccumulatedStrengthForNextWave:200.05 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 Because Diff >= 7 and entry_points = 1, entryPointMultiplier = 2 Because game time < 2 hours (3934 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1.55 normalWaveStrength *= entryPointMultiplier = 118.3 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 120.72 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.06 7/16/2014 12:33:42 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:05:34 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 10 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 200.05 = FleetShipBudget for this wave's fleet ships = 200.05 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.04 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithElectricBomber, ZenithReprocessor ** Picked 7 Bomber @ 2.5 each = 17.5 6 Fighter @ 1.67 each = 10 10 MissileShip @ 1.67 each = 16.67 6 ZenithReprocessor @ 24 each = 144 2 ZenithElectricBomber @ 10.11 each = 20.21 = After picking fleet ships, FleetShipBudget is now -8.33 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -79.2 The OTHER AI player's AIType has GetsSupportCorpsLogic flag, so: = SpecialBudget = originalFleetShipBudget * 0.1 = 19.98 * called PickUnitsForWave with: Decloaker, SpeedBooster, DecoyDrone ** Picked 1 Decloaker @ 1.93 each = 1.93 1 DecoyDrone @ 230.39 each = 230.39 = After picking AI-type-specific ships, SpecialBudget is now -212.35 == Wave total ships: 34 TypesForDirectAdd count by type: Bomber : 7 Fighter : 6 MissileShip : 10 ZenithReprocessor : 6 ZenithElectricBomber : 2 LeechStarship : 1 Decloaker : 1 DecoyDrone : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 365.74 7/16/2014 12:33:45 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:07:12 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:33:46 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:07:31 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:34:11 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:10:13 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54770 effectiveMetalForSalvageWave = floor(AISalvage) = 54770 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:34:19 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:10:32 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16527 effectiveMetalForSalvageWave = floor(AISalvage) = 16527 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/16/2014 12:38:17 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:13:14 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 260684 effectiveMetalForSalvageWave = floor(AISalvage) = 260684 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 318.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 318.22 7/16/2014 12:38:17 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:13:14 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 10 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 318.22 = FleetShipBudget for this wave's fleet ships = 318.22 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 26.73 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -69.27 == Wave total ships: 7 TypesForDirectAdd count by type: AIRaidStarship : 6 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 480 7/17/2014 6:43:54 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:29:44 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 420933 effectiveMetalForSalvageWave = floor(AISalvage) = 420933 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 513.83 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 203 FleetShipBudget *= player.GetHandicapMultiplier() = 203 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 236.8 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 236.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 532.8 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 6:44:09 AM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 10:29:58 7/17/2014 6:44:09 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:29:58 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 203 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 1065.6 = FleetShipBudget for this wave's fleet ships = 1065.6 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: BomberIV, BomberIV, BomberIV, BomberIV, CoreBomber ** Picked 79 BomberIV @ 10 each = 790.19 14 CoreBomber @ 12.5 each = 175.04 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, RaiderIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 3 InfiltratorIV @ 4.8 each = 14.4 2 RaiderIV @ 6.4 each = 12.8 2 FighterIV @ 6.67 each = 13.33 1 ZenithViralShredderIV @ 8 each = 8 1 SniperIV @ 38.4 each = 38.4 2 CruiserIV @ 6.67 each = 13.33 1 AutocannonMinipodIV @ 3.92 each = 3.92 = After picking fleet ships, FleetShipBudget is now -3.81 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 89.49 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 ZenithStarshipIV @ 768 each = 768 = After picking starships, StarshipBudget is now -678.51 == Wave total ships: 106 TypesForDirectAdd count by type: BomberIV : 79 CoreBomber : 14 InfiltratorIV : 3 RaiderIV : 2 FighterIV : 2 ZenithViralShredderIV : 1 SniperIV : 1 CruiserIV : 2 AutocannonMinipodIV : 1 ZenithStarshipIV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1649.51 7/17/2014 6:44:57 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:30:15 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1496232 effectiveMetalForSalvageWave = floor(AISalvage) = 1496232 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1826.46 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 203 FleetShipBudget *= player.GetHandicapMultiplier() = 203 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 236.8 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 236.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 532.8 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1826.46 7/17/2014 6:44:57 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:30:15 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 203 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1826.46 = FleetShipBudget for this wave's fleet ships = 1826.46 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 153.39 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -38.61 == Wave total ships: 749 TypesForDirectAdd count by type: YounglingVulture : 459 YounglingVultureII : 144 YounglingVultureIV : 64 CoreYounglingTiger : 64 YounglingVultureIII : 16 LeechStarship : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2934 7/17/2014 6:46:43 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 10:31:55 normalWaveStrength:437.02 AccumulatedStrengthForNextWave:437.16 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 204 FleetShipBudget *= player.GetHandicapMultiplier() = 204 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 237.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 237.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 535.43 Because Diff >= 7 and entry_points = 11, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 428.24 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 437.02 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.42 7/17/2014 6:46:43 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:31:55 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 204 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 437.16 = FleetShipBudget for this wave's fleet ships = 437.16 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.89 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, Sniper, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 4 Fighter @ 1.67 each = 6.67 3 MissileShip @ 1.67 each = 5 4 AutocannonMinipod @ 0.98 each = 3.92 3 Sniper @ 9.6 each = 28.8 1 Bomber @ 2.5 each = 2.5 1 ZenithViralShredder @ 2 each = 2 1 Raider @ 1.6 each = 1.6 10 InfiltratorII @ 2.4 each = 23.99 10 SniperII @ 19.2 each = 191.99 8 BomberII @ 5 each = 40.01 7 ZenithViralShredderII @ 4 each = 28 9 RaiderII @ 3.2 each = 28.79 17 FighterII @ 3.33 each = 56.67 3 AutocannonMinipodII @ 1.96 each = 5.88 4 MissileShipII @ 3.33 each = 13.33 = After picking fleet ships, FleetShipBudget is now -1.99 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 36.71 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -59.29 == Wave total ships: 86 TypesForDirectAdd count by type: Fighter : 4 MissileShip : 3 AutocannonMinipod : 4 Sniper : 3 Bomber : 1 ZenithViralShredder : 1 Raider : 1 InfiltratorII : 10 SniperII : 10 BomberII : 8 ZenithViralShredderII : 7 RaiderII : 9 FighterII : 17 AutocannonMinipodII : 3 MissileShipII : 4 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 542.97 7/17/2014 6:47:21 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 10:32:33 normalWaveStrength:445.8 AccumulatedStrengthForNextWave:446.17 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 204 FleetShipBudget *= player.GetHandicapMultiplier() = 204 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 237.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 237.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 535.43 Because Diff >= 7 and entry_points = 11, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 428.24 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 445.8 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.42 7/17/2014 6:47:21 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:32:33 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 204 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 446.17 = FleetShipBudget for this wave's fleet ships = 446.17 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.89 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, AutocannonMinipod, ZenithPolarizer, Saboteur ** Picked 5 Saboteur @ 4.8 each = 24 8 AutocannonMinipod @ 0.98 each = 7.84 1 MissileShip @ 1.67 each = 1.67 3 Fighter @ 1.67 each = 5 3 ZenithPolarizer @ 2 each = 6 3 Bomber @ 2.5 each = 7.5 15 BomberII @ 5 each = 75.02 10 ZenithPolarizerII @ 4 each = 40 17 AutocannonMinipodII @ 1.96 each = 33.3 17 SaboteurII @ 9.6 each = 163.19 15 FighterII @ 3.33 each = 50 11 MissileShipII @ 3.33 each = 36.67 = After picking fleet ships, FleetShipBudget is now -4.02 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 37.47 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -58.53 == Wave total ships: 109 TypesForDirectAdd count by type: Saboteur : 5 AutocannonMinipod : 8 MissileShip : 1 Fighter : 3 ZenithPolarizer : 3 Bomber : 3 BomberII : 15 ZenithPolarizerII : 10 AutocannonMinipodII : 17 SaboteurII : 17 FighterII : 15 MissileShipII : 11 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 548.33 7/17/2014 6:49:26 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:32:45 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 420933 effectiveMetalForSalvageWave = floor(AISalvage) = 420933 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 513.83 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 204 FleetShipBudget *= player.GetHandicapMultiplier() = 204 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 237.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 237.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 535.43 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 6:50:46 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:33:16 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 841899 effectiveMetalForSalvageWave = floor(AISalvage) = 841899 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1027.71 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 204 FleetShipBudget *= player.GetHandicapMultiplier() = 204 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 237.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 237.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 535.43 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1027.71 7/17/2014 6:50:46 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:33:16 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 204 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 1027.71 = FleetShipBudget for this wave's fleet ships = 1027.71 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 86.31 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -9.69 == Wave total ships: 324 TypesForDirectAdd count by type: YounglingVultureIII : 62 CoreYounglingTiger : 96 YounglingVulture : 165 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1758 7/17/2014 6:50:54 AM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 10:33:18 7/17/2014 6:50:54 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:33:18 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 204 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 1070.85 = FleetShipBudget for this wave's fleet ships = 1070.85 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, RaiderIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 9 AutocannonMinipodIV @ 3.92 each = 35.26 7 BomberIV @ 10 each = 70.02 12 InfiltratorIV @ 4.8 each = 57.59 15 CruiserIV @ 6.67 each = 100 15 FighterIV @ 6.67 each = 100 6 RaiderIV @ 6.4 each = 38.39 15 SniperIV @ 38.4 each = 575.98 12 ZenithViralShredderIV @ 8 each = 96 = After picking fleet ships, FleetShipBudget is now -2.38 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 89.93 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 LeechStarshipV @ 480 each = 480 = After picking starships, StarshipBudget is now -390.07 == Wave total ships: 92 TypesForDirectAdd count by type: AutocannonMinipodIV : 9 BomberIV : 7 InfiltratorIV : 12 CruiserIV : 15 FighterIV : 15 RaiderIV : 6 SniperIV : 15 ZenithViralShredderIV : 12 LeechStarshipV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1579.21 7/17/2014 6:56:24 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:35:46 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 558 FleetShipBudget *= player.GetHandicapMultiplier() = 558 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 650.91 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 650.91 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1464.55 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 6:57:46 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:36:18 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 303739 effectiveMetalForSalvageWave = floor(AISalvage) = 303739 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 370.78 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 560 FleetShipBudget *= player.GetHandicapMultiplier() = 560 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 653.24 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 653.24 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1469.79 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 6:58:06 AM (7.045) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Ashzislov, wave size factor: 2 ; Game Time: 10:36:38 7/17/2014 6:58:06 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:36:38 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 280 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 2939.59 = FleetShipBudget for this wave's fleet ships = 2939.59 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, RaiderIV, SniperIV, InfiltratorIV, AutocannonMinipodIV, ZenithViralShredderIV ** Picked 34 BomberIV @ 10 each = 340.08 41 FighterIV @ 6.67 each = 273.34 38 SniperIV @ 38.4 each = 1459.14 23 InfiltratorIV @ 4.8 each = 110.37 27 AutocannonMinipodIV @ 3.92 each = 105.79 33 CruiserIV @ 6.67 each = 220 37 RaiderIV @ 6.4 each = 236.74 25 ZenithViralShredderIV @ 8 each = 200 = After picking fleet ships, FleetShipBudget is now -5.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 246.88 * called PickUnitsForWave with: AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 DreadnoughtV @ 480 each = 480 = After picking starships, StarshipBudget is now -233.12 == Wave total ships: 259 TypesForDirectAdd count by type: BomberIV : 34 FighterIV : 41 SniperIV : 38 InfiltratorIV : 23 AutocannonMinipodIV : 27 CruiserIV : 33 RaiderIV : 37 ZenithViralShredderIV : 25 DreadnoughtV : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 3456.04 7/17/2014 7:01:48 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:38:47 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 562 FleetShipBudget *= player.GetHandicapMultiplier() = 562 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 655.58 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 655.58 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1475.04 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:02:31 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:39:19 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 303739 effectiveMetalForSalvageWave = floor(AISalvage) = 303739 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 370.78 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 562 FleetShipBudget *= player.GetHandicapMultiplier() = 562 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 655.58 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 655.58 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1475.04 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:06:59 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:41:48 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 664 FleetShipBudget *= player.GetHandicapMultiplier() = 664 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 774.56 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 774.56 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1742.76 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:07:56 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:42:20 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1233886 effectiveMetalForSalvageWave = floor(AISalvage) = 1233886 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1506.21 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 664 FleetShipBudget *= player.GetHandicapMultiplier() = 664 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 774.56 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 774.56 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1742.76 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:11:00 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:44:49 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 664 FleetShipBudget *= player.GetHandicapMultiplier() = 664 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 774.56 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 774.56 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1742.76 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:11:44 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:45:21 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1814496 effectiveMetalForSalvageWave = floor(AISalvage) = 1814496 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2214.96 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 664 FleetShipBudget *= player.GetHandicapMultiplier() = 664 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 774.56 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 774.56 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1742.76 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:14:27 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:47:50 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 666 FleetShipBudget *= player.GetHandicapMultiplier() = 666 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 776.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 776.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1748.01 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:15:00 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:48:22 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 2224743 effectiveMetalForSalvageWave = floor(AISalvage) = 2224743 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2715.75 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 666 FleetShipBudget *= player.GetHandicapMultiplier() = 666 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 776.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 776.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1748.01 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 2715.75 7/17/2014 7:15:00 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:48:22 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 333 ; AITechLevel: 2 ; IsSchizo: True WaveStrength = 2715.75 = FleetShipBudget for this wave's fleet ships = 2715.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 228.08 * called PickUnitsForWave with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 ZenithStarshipI @ 192 each = 192 1 BomberStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -59.92 == Wave total ships: 1058 TypesForDirectAdd count by type: YounglingVulture : 250 YounglingVultureII : 338 YounglingVultureIII : 412 TypesForCarrierAdd count by type: YounglingVultureIII : 56 ZenithStarshipI : 1 BomberStarship : 1 == For a grand-total Strength value of 4948 7/17/2014 7:18:39 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:50:51 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 668 FleetShipBudget *= player.GetHandicapMultiplier() = 668 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 779.22 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 779.22 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1753.26 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:19:11 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:51:23 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 302616 effectiveMetalForSalvageWave = floor(AISalvage) = 302616 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 369.4 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 668 FleetShipBudget *= player.GetHandicapMultiplier() = 668 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 779.22 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 779.22 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1753.26 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:20:09 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 10:52:10 normalWaveStrength:1459.78 AccumulatedStrengthForNextWave:1460.3 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 668 FleetShipBudget *= player.GetHandicapMultiplier() = 668 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 779.22 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 779.22 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1753.26 Because Diff >= 7 and entry_points = 13, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 1402.26 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 1459.78 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 1.39 7/17/2014 7:20:09 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:52:10 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 334 ; AITechLevel: 2 ; IsSchizo: True WaveStrength = 1460.3 = FleetShipBudget for this wave's fleet ships = 1460.3 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.21 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterII, BomberII, MissileShipII, RaiderII, SniperII, InfiltratorII, AutocannonMinipodII, ZenithViralShredderII ** Picked 29 RaiderII @ 3.2 each = 92.78 32 AutocannonMinipodII @ 1.96 each = 62.69 36 InfiltratorII @ 2.4 each = 86.38 23 MissileShipII @ 3.33 each = 76.66 27 ZenithViralShredderII @ 4 each = 108 24 FighterII @ 3.33 each = 80 18 BomberII @ 5 each = 90.02 30 SniperII @ 19.2 each = 575.98 4 InfiltratorIII @ 3.6 each = 14.4 4 RaiderIII @ 4.8 each = 19.2 4 ZenithViralShredderIII @ 6 each = 24 4 AutocannonMinipodIII @ 2.94 each = 11.75 5 Cruiser @ 5 each = 25 4 SniperIII @ 28.8 each = 115.2 9 BomberIII @ 7.5 each = 67.52 3 FighterIII @ 5 each = 15 = After picking fleet ships, FleetShipBudget is now -4.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 122.64 * called PickUnitsForWave with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 LeechStarshipII @ 192 each = 192 = After picking starships, StarshipBudget is now -69.36 == Wave total ships: 257 TypesForDirectAdd count by type: RaiderII : 29 AutocannonMinipodII : 32 InfiltratorII : 36 MissileShipII : 23 ZenithViralShredderII : 27 FighterII : 24 BomberII : 18 SniperII : 30 InfiltratorIII : 4 RaiderIII : 4 ZenithViralShredderIII : 4 AutocannonMinipodIII : 4 Cruiser : 5 SniperIII : 4 BomberIII : 9 FighterIII : 3 LeechStarshipII : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1664.36 7/17/2014 7:20:21 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 10:52:22 normalWaveStrength:1459.78 AccumulatedStrengthForNextWave:1460.85 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 668 FleetShipBudget *= player.GetHandicapMultiplier() = 668 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 779.22 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 779.22 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1753.26 Because Diff >= 7 and entry_points = 13, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 1402.26 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 1459.78 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 1.39 7/17/2014 7:20:21 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 10:52:22 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 334 ; AITechLevel: 2 ; IsSchizo: True WaveStrength = 1460.85 = FleetShipBudget for this wave's fleet ships = 1460.85 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.21 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterII, BomberII, MissileShipII, AutocannonMinipodII, ZenithPolarizerII, SaboteurII ** Picked 41 FighterII @ 3.33 each = 136.66 43 SaboteurII @ 9.6 each = 412.78 47 AutocannonMinipodII @ 1.96 each = 92.07 38 MissileShipII @ 3.33 each = 126.66 50 BomberII @ 5 each = 250.06 35 ZenithPolarizerII @ 4 each = 140 6 BomberIII @ 7.5 each = 45.01 15 ZenithPolarizerIII @ 6 each = 90 11 Cruiser @ 5 each = 55 5 AutocannonMinipodIII @ 2.94 each = 14.69 6 SaboteurIII @ 14.4 each = 86.4 3 FighterIII @ 5 each = 15 = After picking fleet ships, FleetShipBudget is now -3.49 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 122.69 * called PickUnitsForWave with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 AIRaidStarship @ 64 each = 64 1 BomberStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -37.31 == Wave total ships: 302 TypesForDirectAdd count by type: FighterII : 41 SaboteurII : 43 AutocannonMinipodII : 47 MissileShipII : 38 BomberII : 50 ZenithPolarizerII : 35 BomberIII : 6 ZenithPolarizerIII : 15 Cruiser : 11 AutocannonMinipodIII : 5 SaboteurIII : 6 FighterIII : 3 AIRaidStarship : 1 BomberStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1631.94 7/17/2014 7:21:59 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:53:52 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 668 FleetShipBudget *= player.GetHandicapMultiplier() = 668 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 779.22 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 779.22 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1753.26 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:22:31 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:54:24 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 526688 effectiveMetalForSalvageWave = floor(AISalvage) = 526688 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 642.93 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 672 FleetShipBudget *= player.GetHandicapMultiplier() = 672 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 783.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 783.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1763.75 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:25:21 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:56:53 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:25:53 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:57:25 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 691181 effectiveMetalForSalvageWave = floor(AISalvage) = 691181 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 843.73 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:28:28 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 10:59:54 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:29:00 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 11:00:26 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 874697 effectiveMetalForSalvageWave = floor(AISalvage) = 874697 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1067.75 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:30:38 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 11:02:55 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:30:44 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 11:03:27 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1232777 effectiveMetalForSalvageWave = floor(AISalvage) = 1232777 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1504.85 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:31:13 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 11:05:56 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:31:20 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 11:06:28 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1410698 effectiveMetalForSalvageWave = floor(AISalvage) = 1410698 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1722.04 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:31:49 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 11:08:57 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:31:55 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 11:09:29 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1633379 effectiveMetalForSalvageWave = floor(AISalvage) = 1633379 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1993.87 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:32:00 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 11:09:49 normalWaveStrength:1491.36 AccumulatedStrengthForNextWave:1492.44 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 Because Diff >= 7 and entry_points = 13, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 1423.25 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 1491.36 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 1.41 7/17/2014 7:32:00 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 11:09:49 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 339 ; AITechLevel: 2 ; IsSchizo: True WaveStrength = 1492.44 = FleetShipBudget for this wave's fleet ships = 1492.44 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.22 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterII, BomberII, MissileShipII, RaiderII, SniperII, InfiltratorII, AutocannonMinipodII, ZenithViralShredderII ** Picked 32 BomberII @ 5 each = 160.04 40 RaiderII @ 3.2 each = 127.97 31 InfiltratorII @ 2.4 each = 74.38 33 AutocannonMinipodII @ 1.96 each = 64.65 31 MissileShipII @ 3.33 each = 103.33 28 ZenithViralShredderII @ 4 each = 112 26 FighterII @ 3.33 each = 86.66 23 SniperII @ 19.2 each = 441.58 3 Cruiser @ 5 each = 15 6 InfiltratorIII @ 3.6 each = 21.59 9 RaiderIII @ 4.8 each = 43.19 8 AutocannonMinipodIII @ 2.94 each = 23.51 7 ZenithViralShredderIII @ 6 each = 42 7 BomberIII @ 7.5 each = 52.51 4 SniperIII @ 28.8 each = 115.2 2 FighterIII @ 5 each = 10 = After picking fleet ships, FleetShipBudget is now -1.17 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 125.34 * called PickUnitsForWave with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 ZenithStarshipI @ 192 each = 192 = After picking starships, StarshipBudget is now -66.66 == Wave total ships: 291 TypesForDirectAdd count by type: BomberII : 32 RaiderII : 40 InfiltratorII : 31 AutocannonMinipodII : 33 MissileShipII : 31 ZenithViralShredderII : 28 FighterII : 26 SniperII : 23 Cruiser : 3 InfiltratorIII : 6 RaiderIII : 9 AutocannonMinipodIII : 8 ZenithViralShredderIII : 7 BomberIII : 7 SniperIII : 4 FighterIII : 2 ZenithStarshipI : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1686.07 7/17/2014 7:32:02 AM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 11:10:01 normalWaveStrength:1491.36 AccumulatedStrengthForNextWave:1492.69 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 Because Diff >= 7 and entry_points = 12, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 1423.25 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 1491.36 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 1.41 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 1915.72 7/17/2014 7:32:02 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 11:10:01 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 339 ; AITechLevel: 2 ; IsSchizo: True WaveStrength = 1915.72 = FleetShipBudget for this wave's fleet ships = 1915.72 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.22 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterII, BomberII, MissileShipII, AutocannonMinipodII, ZenithPolarizerII, SaboteurII ** Picked 57 FighterII @ 3.33 each = 190 51 ZenithPolarizerII @ 4 each = 204 69 AutocannonMinipodII @ 1.96 each = 135.17 63 BomberII @ 5 each = 315.08 70 MissileShipII @ 3.33 each = 233.33 44 SaboteurII @ 9.6 each = 422.38 14 BomberIII @ 7.5 each = 105.02 14 Cruiser @ 5 each = 70 11 FighterIII @ 5 each = 55 7 SaboteurIII @ 14.4 each = 100.8 10 ZenithPolarizerIII @ 6 each = 60 10 AutocannonMinipodIII @ 2.94 each = 29.38 = After picking fleet ships, FleetShipBudget is now -4.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 160.89 * called PickUnitsForWave with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 ZenithStarshipI @ 192 each = 192 = After picking starships, StarshipBudget is now -31.11 == Wave total ships: 421 TypesForDirectAdd count by type: FighterII : 57 ZenithPolarizerII : 51 AutocannonMinipodII : 69 BomberII : 63 MissileShipII : 70 SaboteurII : 44 BomberIII : 14 Cruiser : 14 FighterIII : 11 SaboteurIII : 7 ZenithPolarizerIII : 10 AutocannonMinipodIII : 10 ZenithStarshipI : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2137.73 7/17/2014 7:33:36 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 11:11:58 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:33:43 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 11:12:30 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 2018315 effectiveMetalForSalvageWave = floor(AISalvage) = 2018315 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2463.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:34:43 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 11:14:59 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:34:50 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 11:15:31 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 2321564 effectiveMetalForSalvageWave = floor(AISalvage) = 2321564 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2833.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 2833.94 7/17/2014 7:34:50 AM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 11:15:31 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 339 ; AITechLevel: 2 ; IsSchizo: False WaveStrength = 2833.94 = FleetShipBudget for this wave's fleet ships = 2833.94 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 238.01 * called PickUnitsForWave with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 2 Flagship @ 192 each = 384 = After picking starships, StarshipBudget is now -145.99 == Wave total ships: 2093 TypesForDirectAdd count by type: YounglingVultureII : 34 YounglingVultureIV : 69 CoreYounglingTiger : 897 TypesForCarrierAdd count by type: CoreYounglingTiger : 1091 Flagship : 2 == For a grand-total Strength value of 20952 7/17/2014 7:35:55 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 11:18:00 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423731 effectiveMetalForSalvageWave = floor(AISalvage) = 423731 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 517.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/17/2014 7:36:02 AM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 11:18:32 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 211491 effectiveMetalForSalvageWave = floor(AISalvage) = 211491 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 258.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 2 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 2 FleetShipBudget *= this.AIProgressionLevelEffective = 678 FleetShipBudget *= player.GetHandicapMultiplier() = 678 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 790.89 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 790.89 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 1779.5 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/18/2014 7:07:14 AM (7.046) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:07:00 normalWaveStrength:200 AccumulatedStrengthForNextWave:200.06 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 76.5 Because Diff >= 7 and entry_points = 0, entryPointMultiplier = 1 Because game time < 2 hours (420 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1 normalWaveStrength *= entryPointMultiplier = 76.5 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 76.5 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.06 7/18/2014 7:07:14 AM (7.046) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 0:07:00 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 10 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 200.06 = FleetShipBudget for this wave's fleet ships = 200.06 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Stealth AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.04 Stealth waves try to spend 100% of the strength budget on types from the Stealth group * called PickUnitsForWave with: Infiltrator, EyeBot, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, SpireStealthBattleship, ZenithReprocessor ** Picked 4 Infiltrator @ 1.2 each = 4.8 6 AutocannonMinipod @ 0.98 each = 5.88 3 SpireStealthBattleship @ 38.4 each = 115.2 2 VampireClaw @ 3.43 each = 6.86 4 EyeBot @ 4 each = 16 3 Raptor @ 4 each = 12 4 SpacePlane @ 1.12 each = 4.46 1 EtherJet @ 1.33 each = 1.33 2 ZenithReprocessor @ 24 each = 48 = After picking fleet ships, FleetShipBudget is now -14.47 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -79.2 == Wave total ships: 30 TypesForDirectAdd count by type: Infiltrator : 4 AutocannonMinipod : 6 SpireStealthBattleship : 3 VampireClaw : 2 EyeBot : 4 Raptor : 3 SpacePlane : 4 EtherJet : 1 ZenithReprocessor : 2 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 310.53 7/18/2014 7:10:50 AM (7.046) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:10:30 normalWaveStrength:200 AccumulatedStrengthForNextWave:200.08 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 10 FleetShipBudget *= player.GetHandicapMultiplier() = 10 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 11.67 FleetShipBudget less than minimum strength (which is 34 * player.GetHandicapMultiplier()), so set to 34 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 42.5 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 95.63 Because Diff >= 7 and entry_points = 0, entryPointMultiplier = 1 Because game time < 2 hours (630 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1 normalWaveStrength *= entryPointMultiplier = 95.63 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 95.63 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.08 7/18/2014 7:10:50 AM (7.046) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 0:10:30 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 10 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 200.08 = FleetShipBudget for this wave's fleet ships = 200.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.04 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, SpireMiniRam ** Picked 9 Bomber @ 2.5 each = 22.5 8 SpireMiniRam @ 9.6 each = 76.8 15 Infiltrator @ 1.2 each = 18 14 Fighter @ 1.67 each = 23.33 10 VorticularCutlass @ 1.09 each = 10.91 10 MissileShip @ 1.67 each = 16.67 6 EyeBot @ 4 each = 24 1 VorticularCutlassII @ 2.18 each = 2.18 1 MissileShipII @ 3.33 each = 3.33 1 SpireMiniRamII @ 19.2 each = 19.2 = After picking fleet ships, FleetShipBudget is now -16.84 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -79.2 == Wave total ships: 76 TypesForDirectAdd count by type: Bomber : 9 SpireMiniRam : 8 Infiltrator : 15 Fighter : 14 VorticularCutlass : 10 MissileShip : 10 EyeBot : 6 VorticularCutlassII : 1 MissileShipII : 1 SpireMiniRamII : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 317.08 7/18/2014 7:26:46 AM (7.046) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:15:39 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 326 effectiveMetalForSalvageWave = floor(AISalvage) = 326 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 0.4 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 30 FleetShipBudget *= player.GetHandicapMultiplier() = 30 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 35 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 43.74 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 98.42 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/18/2014 7:29:57 AM (7.046) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:17:09 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 197 effectiveMetalForSalvageWave = floor(AISalvage) = 197 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 0.24 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 30 FleetShipBudget *= player.GetHandicapMultiplier() = 30 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 35 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 35 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 78.74 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/18/2014 7:32:32 AM (7.046) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:18:40 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 852 effectiveMetalForSalvageWave = floor(AISalvage) = 852 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1.04 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 30 FleetShipBudget *= player.GetHandicapMultiplier() = 30 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 35 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 43.74 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 98.42 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/18/2014 7:37:02 AM (7.046) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:20:10 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 16883 effectiveMetalForSalvageWave = floor(AISalvage) = 16883 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 20.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 30 FleetShipBudget *= player.GetHandicapMultiplier() = 30 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 35 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 35 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 78.74 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/18/2014 7:40:24 AM (7.046) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:21:41 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 852 effectiveMetalForSalvageWave = floor(AISalvage) = 852 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1.04 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 30 FleetShipBudget *= player.GetHandicapMultiplier() = 30 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 35 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 43.74 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 98.42 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:08:39 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:23:11 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 35330 effectiveMetalForSalvageWave = floor(AISalvage) = 35330 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 43.13 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 30 FleetShipBudget *= player.GetHandicapMultiplier() = 30 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 35 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 35 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 78.74 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:12:03 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:24:42 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 58178 effectiveMetalForSalvageWave = floor(AISalvage) = 58178 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 71.02 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 30 FleetShipBudget *= player.GetHandicapMultiplier() = 30 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 35 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 43.74 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 98.42 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:16:55 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:26:12 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 35330 effectiveMetalForSalvageWave = floor(AISalvage) = 35330 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 43.13 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 30 FleetShipBudget *= player.GetHandicapMultiplier() = 30 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 35 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 35 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 78.74 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:22:00 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:27:43 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 109382 effectiveMetalForSalvageWave = floor(AISalvage) = 109382 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 133.52 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 30 FleetShipBudget *= player.GetHandicapMultiplier() = 30 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 35 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 43.74 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 98.42 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:25:00 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:29:13 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 35330 effectiveMetalForSalvageWave = floor(AISalvage) = 35330 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 43.13 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 30 FleetShipBudget *= player.GetHandicapMultiplier() = 30 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 35 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 35 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 78.74 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:28:30 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:30:44 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 159627 effectiveMetalForSalvageWave = floor(AISalvage) = 159627 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 194.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 31 FleetShipBudget *= player.GetHandicapMultiplier() = 31 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 36.16 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 45.2 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 101.7 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 194.86 7/25/2014 4:28:30 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 0:30:44 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 31 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 194.86 = FleetShipBudget for this wave's fleet ships = 194.86 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.13 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, SpireMiniRam ** Picked 11 SpireMiniRam @ 9.6 each = 105.6 7 EyeBot @ 4 each = 28 4 Infiltrator @ 1.2 each = 4.8 9 Fighter @ 1.67 each = 15 4 Bomber @ 2.5 each = 10 7 VorticularCutlass @ 1.09 each = 7.64 4 MissileShip @ 1.67 each = 6.67 1 FighterII @ 3.33 each = 3.33 2 EyeBotII @ 8 each = 16 = After picking fleet ships, FleetShipBudget is now -2.17 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.36 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -79.64 == Wave total ships: 50 TypesForDirectAdd count by type: SpireMiniRam : 11 EyeBot : 7 Infiltrator : 4 Fighter : 9 Bomber : 4 VorticularCutlass : 7 MissileShip : 4 FighterII : 1 EyeBotII : 2 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 296.03 7/25/2014 4:30:13 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:32:14 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 35330 effectiveMetalForSalvageWave = floor(AISalvage) = 35330 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 43.13 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 31 FleetShipBudget *= player.GetHandicapMultiplier() = 31 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 36.16 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 36.16 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 81.36 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:33:12 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:33:55 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 52644 effectiveMetalForSalvageWave = floor(AISalvage) = 52644 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 64.26 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 31 FleetShipBudget *= player.GetHandicapMultiplier() = 31 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 36.16 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 45.2 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 101.7 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:35:54 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:35:15 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 35330 effectiveMetalForSalvageWave = floor(AISalvage) = 35330 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 43.13 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 31 FleetShipBudget *= player.GetHandicapMultiplier() = 31 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 36.16 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 36.16 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 81.36 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:38:09 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:36:56 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 71207 effectiveMetalForSalvageWave = floor(AISalvage) = 71207 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 86.92 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 31 FleetShipBudget *= player.GetHandicapMultiplier() = 31 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 36.16 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 45.2 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 101.7 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:42:32 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:38:16 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 35330 effectiveMetalForSalvageWave = floor(AISalvage) = 35330 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 43.13 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 31 FleetShipBudget *= player.GetHandicapMultiplier() = 31 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 36.16 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 36.16 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 81.36 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:44:30 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:39:57 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 76885 effectiveMetalForSalvageWave = floor(AISalvage) = 76885 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 93.85 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 51 FleetShipBudget *= player.GetHandicapMultiplier() = 51 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 59.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 74.36 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 167.32 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:47:10 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:41:17 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 46461 effectiveMetalForSalvageWave = floor(AISalvage) = 46461 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 56.72 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 51 FleetShipBudget *= player.GetHandicapMultiplier() = 51 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 59.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 59.49 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 133.86 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:50:49 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:42:58 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 80223 effectiveMetalForSalvageWave = floor(AISalvage) = 80223 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 97.93 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 51 FleetShipBudget *= player.GetHandicapMultiplier() = 51 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 59.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 74.36 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 167.32 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:52:26 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:44:18 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 46461 effectiveMetalForSalvageWave = floor(AISalvage) = 46461 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 56.72 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 51 FleetShipBudget *= player.GetHandicapMultiplier() = 51 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 59.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 59.49 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 133.86 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:57:28 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:45:59 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 80223 effectiveMetalForSalvageWave = floor(AISalvage) = 80223 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 97.93 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 51 FleetShipBudget *= player.GetHandicapMultiplier() = 51 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 59.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 74.36 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 167.32 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 4:58:58 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:47:19 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 46461 effectiveMetalForSalvageWave = floor(AISalvage) = 46461 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 56.72 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 51 FleetShipBudget *= player.GetHandicapMultiplier() = 51 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 59.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 59.49 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 133.86 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:02:33 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:49:00 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 117677 effectiveMetalForSalvageWave = floor(AISalvage) = 117677 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 143.65 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 51 FleetShipBudget *= player.GetHandicapMultiplier() = 51 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 59.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 74.36 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 167.32 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:05:29 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:50:20 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 47952 effectiveMetalForSalvageWave = floor(AISalvage) = 47952 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 58.54 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 71 FleetShipBudget *= player.GetHandicapMultiplier() = 71 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 82.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 82.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 186.35 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:07:45 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:52:01 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 117905 effectiveMetalForSalvageWave = floor(AISalvage) = 117905 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 143.93 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 71 FleetShipBudget *= player.GetHandicapMultiplier() = 71 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 82.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 103.53 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 232.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:08:44 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:52:44 normalWaveStrength:203.18 AccumulatedStrengthForNextWave:216.42 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 51 FleetShipBudget *= player.GetHandicapMultiplier() = 51 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 59.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 59.49 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 133.86 Because Diff >= 7 and entry_points = 1, entryPointMultiplier = 2 Because game time < 2 hours (3164 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1.44 normalWaveStrength *= entryPointMultiplier = 192.65 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 203.18 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.11 7/25/2014 5:08:44 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 0:52:44 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 51 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 216.42 = FleetShipBudget for this wave's fleet ships = 216.42 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.22 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 ZenithReprocessor @ 24 each = 24 2 ElectricShuttle @ 8 each = 16 3 MissileShip @ 1.67 each = 5 1 SpireRailcluster @ 38.4 each = 38.4 1 SpireGravityRipper @ 4 each = 4 1 TeleportRaider @ 1.2 each = 1.2 1 VampireClaw @ 3.43 each = 3.43 2 ZenithAutoBomb @ 2 each = 4 2 AcidSprayer @ 2 each = 4 1 SpireStealthBattleship @ 38.4 each = 38.4 1 ZenithBombardment @ 12 each = 12 2 AutocannonMinipod @ 0.98 each = 1.96 2 ZenithViralShredder @ 2 each = 4 1 Bomber @ 2.5 each = 2.5 1 YounglingShrike @ 1.33 each = 1.33 1 ZenithParalyzer @ 2 each = 2 1 YounglingNanoswarm @ 1.33 each = 1.33 1 ArmorShip @ 2.18 each = 2.18 1 YounglingCommando @ 1.33 each = 1.33 1 VorticularCutlass @ 1.09 each = 1.09 1 SpireArmorRotter @ 4 each = 4 1 BomberII @ 5 each = 5 1 AntiArmorShipII @ 3.2 each = 3.2 1 ZenithHydraII @ 12 each = 12 1 ElectricShuttleII @ 16 each = 16 1 SpaceTankII @ 4 each = 4 1 SpireMiniRamII @ 19.2 each = 19.2 = After picking fleet ships, FleetShipBudget is now -15.14 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 18.18 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -77.82 == Wave total ships: 35 TypesForDirectAdd count by type: ZenithReprocessor : 1 ElectricShuttle : 2 MissileShip : 3 SpireRailcluster : 1 SpireGravityRipper : 1 TeleportRaider : 1 VampireClaw : 1 ZenithAutoBomb : 2 AcidSprayer : 2 SpireStealthBattleship : 1 ZenithBombardment : 1 AutocannonMinipod : 2 ZenithViralShredder : 2 Bomber : 1 YounglingShrike : 1 ZenithParalyzer : 1 YounglingNanoswarm : 1 ArmorShip : 1 YounglingCommando : 1 VorticularCutlass : 1 SpireArmorRotter : 1 BomberII : 1 AntiArmorShipII : 1 ZenithHydraII : 1 ElectricShuttleII : 1 SpaceTankII : 1 SpireMiniRamII : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 329.06 7/25/2014 5:08:44 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:52:44 normalWaveStrength:240.81 AccumulatedStrengthForNextWave:254.62 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 51 FleetShipBudget *= player.GetHandicapMultiplier() = 51 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 59.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 74.36 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 167.32 Because Diff >= 7 and entry_points = 1, entryPointMultiplier = 2 Because game time < 2 hours (3164 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1.44 normalWaveStrength *= entryPointMultiplier = 240.81 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 240.81 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.13 7/25/2014 5:08:44 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 0:52:44 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 51 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 254.62 = FleetShipBudget for this wave's fleet ships = 254.62 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.22 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: Bomber ** Picked 72 Bomber @ 2.5 each = 180.04 ** Picked 10 BomberII @ 5 each = 50.01 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, SpireMiniRam ** Picked 5 EyeBot @ 4 each = 20 ** Picked 1 EyeBotII @ 8 each = 8 = After picking fleet ships, FleetShipBudget is now -3.43 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 21.38 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -74.62 == Wave total ships: 89 TypesForDirectAdd count by type: Bomber : 72 BomberII : 10 EyeBot : 5 EyeBotII : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 308 7/25/2014 5:10:22 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:53:21 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 47952 effectiveMetalForSalvageWave = floor(AISalvage) = 47952 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 58.54 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 51 FleetShipBudget *= player.GetHandicapMultiplier() = 51 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 59.49 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 59.49 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 133.86 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:12:51 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:55:02 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 117905 effectiveMetalForSalvageWave = floor(AISalvage) = 117905 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 143.93 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 75.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 170.6 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:14:27 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:56:22 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 47952 effectiveMetalForSalvageWave = floor(AISalvage) = 47952 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 58.54 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 60.66 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 136.48 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:25:49 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:58:03 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 117905 effectiveMetalForSalvageWave = floor(AISalvage) = 117905 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 143.93 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 75.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 170.6 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:27:10 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:59:23 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 47952 effectiveMetalForSalvageWave = floor(AISalvage) = 47952 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 58.54 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 60.66 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 136.48 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:29:15 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:01:04 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 117905 effectiveMetalForSalvageWave = floor(AISalvage) = 117905 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 143.93 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 75.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 170.6 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:30:36 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:02:24 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 47952 effectiveMetalForSalvageWave = floor(AISalvage) = 47952 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 58.54 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 60.66 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 136.48 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:32:25 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:04:05 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 117905 effectiveMetalForSalvageWave = floor(AISalvage) = 117905 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 143.93 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 75.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 170.6 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:35:28 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:05:25 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 48550 effectiveMetalForSalvageWave = floor(AISalvage) = 48550 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 59.27 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 60.66 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 136.48 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:38:17 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:07:06 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 164438 effectiveMetalForSalvageWave = floor(AISalvage) = 164438 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 200.73 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 75.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 170.6 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:39:51 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:08:26 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 48550 effectiveMetalForSalvageWave = floor(AISalvage) = 48550 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 59.27 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 60.66 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 136.48 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:44:08 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:10:07 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 164438 effectiveMetalForSalvageWave = floor(AISalvage) = 164438 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 200.73 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 75.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 170.6 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:48:01 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:11:27 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 114035 effectiveMetalForSalvageWave = floor(AISalvage) = 114035 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 139.2 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 60.66 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 136.48 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:49:58 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:13:08 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 164438 effectiveMetalForSalvageWave = floor(AISalvage) = 164438 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 200.73 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 75.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 170.6 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/25/2014 5:51:38 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:14:28 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 258030 effectiveMetalForSalvageWave = floor(AISalvage) = 258030 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 314.98 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 60.66 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 136.48 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 314.98 7/25/2014 5:51:38 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:14:28 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 52 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 314.98 = FleetShipBudget for this wave's fleet ships = 314.98 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.23 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 3 MissileShip @ 1.67 each = 5 3 ZenithBeamFrigate @ 4 each = 12 1 MicroFighter @ 1.33 each = 1.33 3 SpireArmorRotter @ 4 each = 12 2 YounglingCommando @ 1.33 each = 2.67 1 ZenithMirror @ 2 each = 2 1 YounglingVulture @ 1.33 each = 1.33 3 LazerGatling @ 0.71 each = 2.12 1 SpireGravityDrain @ 4 each = 4 2 BulletproofFighter @ 2.18 each = 4.36 1 YounglingNanoswarm @ 1.33 each = 1.33 1 Infiltrator @ 1.2 each = 1.2 2 ZenithReprocessor @ 24 each = 48 1 TeleportRaider @ 1.2 each = 1.2 1 NeinzulScapegoat @ 4 each = 4 1 TeleportBattleStation @ 8 each = 8 1 ShieldBearer @ 8 each = 8 1 VampireClaw @ 3.43 each = 3.43 1 Bomber @ 2.5 each = 2.5 1 SentinelFrigate @ 10.11 each = 10.11 1 ZenithMedicFrigate @ 24 each = 24 2 AutocannonMinipod @ 0.98 each = 1.96 1 YounglingFirefly @ 1.33 each = 1.33 1 Parasite @ 4 each = 4 1 SpireTractorPlatform @ 38.4 each = 38.4 1 MLRS @ 2.53 each = 2.53 1 ArmorShip @ 2.18 each = 2.18 1 YounglingTiger @ 1.33 each = 1.33 1 ZenithElectricBomber @ 10.11 each = 10.11 1 ZenithSiegeEngine @ 12 each = 12 1 SpireBladeSpawner @ 57.6 each = 57.6 1 VampireClawII @ 6.86 each = 6.86 2 YounglingNanoswarmII @ 2.67 each = 5.33 1 FighterII @ 3.33 each = 3.33 1 ImpulseReactionEmitterII @ 4 each = 4 1 GrenadeLauncherII @ 4 each = 4 1 ZenithPolarizerII @ 4 each = 4 = After picking fleet ships, FleetShipBudget is now -2.56 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 26.45 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -69.55 == Wave total ships: 51 TypesForDirectAdd count by type: MissileShip : 3 ZenithBeamFrigate : 3 MicroFighter : 1 SpireArmorRotter : 3 YounglingCommando : 2 ZenithMirror : 1 YounglingVulture : 1 LazerGatling : 3 SpireGravityDrain : 1 BulletproofFighter : 2 YounglingNanoswarm : 1 Infiltrator : 1 ZenithReprocessor : 2 TeleportRaider : 1 NeinzulScapegoat : 1 TeleportBattleStation : 1 ShieldBearer : 1 VampireClaw : 1 Bomber : 1 SentinelFrigate : 1 ZenithMedicFrigate : 1 AutocannonMinipod : 2 YounglingFirefly : 1 Parasite : 1 SpireTractorPlatform : 1 MLRS : 1 ArmorShip : 1 YounglingTiger : 1 ZenithElectricBomber : 1 ZenithSiegeEngine : 1 SpireBladeSpawner : 1 VampireClawII : 1 YounglingNanoswarmII : 2 FighterII : 1 ImpulseReactionEmitterII : 1 GrenadeLauncherII : 1 ZenithPolarizerII : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 421.37 7/26/2014 10:48:36 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:16:09 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 164438 effectiveMetalForSalvageWave = floor(AISalvage) = 164438 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 200.73 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 75.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 170.6 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:05:33 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:17:23 normalWaveStrength:200 AccumulatedStrengthForNextWave:200.03 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 75.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 170.6 Because Diff >= 7 and entry_points = 4, entryPointMultiplier = 0.8 Because game time < 2 hours (4643 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 0.87 normalWaveStrength *= entryPointMultiplier = 148.57 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 148.57 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.14 7/26/2014 11:05:33 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:17:23 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 52 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 200.03 = FleetShipBudget for this wave's fleet ships = 200.03 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.23 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: Bomber ** Picked 56 Bomber @ 2.5 each = 140.03 8 BomberII @ 5 each = 40.01 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, SpireMiniRam ** Picked 1 EyeBot @ 4 each = 4 1 SpireMiniRam @ 9.6 each = 9.6 1 Infiltrator @ 1.2 each = 1.2 1 Bomber @ 2.5 each = 2.5 1 FighterII @ 3.33 each = 3.33 = After picking fleet ships, FleetShipBudget is now -0.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -79.2 == Wave total ships: 70 TypesForDirectAdd count by type: Bomber : 57 BomberII : 8 EyeBot : 1 SpireMiniRam : 1 Infiltrator : 1 FighterII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 260.8 7/26/2014 11:05:43 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:17:29 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 22389 effectiveMetalForSalvageWave = floor(AISalvage) = 22389 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 27.33 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 60.66 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 136.48 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:08:16 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:19:10 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 199359 effectiveMetalForSalvageWave = floor(AISalvage) = 199359 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 243.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 75.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 170.6 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:10:07 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:20:30 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 22389 effectiveMetalForSalvageWave = floor(AISalvage) = 22389 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 27.33 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 60.66 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 136.48 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:17:56 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:22:11 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 199359 effectiveMetalForSalvageWave = floor(AISalvage) = 199359 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 243.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 75.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 170.6 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:20:50 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:23:31 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 38385 effectiveMetalForSalvageWave = floor(AISalvage) = 38385 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 46.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 60.66 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 136.48 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:20:53 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:23:34 normalWaveStrength:200 AccumulatedStrengthForNextWave:200.09 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 60.66 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 136.48 Because Diff >= 7 and entry_points = 4, entryPointMultiplier = 0.8 Because game time < 2 hours (5014 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 0.86 normalWaveStrength *= entryPointMultiplier = 117.45 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 117.45 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.11 7/26/2014 11:20:53 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:23:34 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 52 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 200.09 = FleetShipBudget for this wave's fleet ships = 200.09 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.23 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 GrenadeLauncher @ 2 each = 2 1 Raider @ 1.6 each = 1.6 2 ZenithPolarizer @ 2 each = 4 1 TeleportBattleStation @ 8 each = 8 1 Fighter @ 1.67 each = 1.67 2 SpireGravityDrain @ 4 each = 8 2 TackleDroneLauncher @ 36 each = 72 2 ZenithSiegeEngine @ 12 each = 24 1 ElectricShuttle @ 8 each = 8 1 YounglingCommando @ 1.33 each = 1.33 1 ShieldBearer @ 8 each = 8 1 NeinzulRailpod @ 1 each = 1 1 SpireMiniRam @ 9.6 each = 9.6 1 AutocannonMinipod @ 0.98 each = 0.98 1 MissileShip @ 1.67 each = 1.67 1 AntiArmorShip @ 1.6 each = 1.6 1 YounglingFirefly @ 1.33 each = 1.33 1 SpaceTank @ 2 each = 2 1 ZenithBombardmentII @ 24 each = 24 1 VorticularCutlassII @ 2.18 each = 2.18 1 SentinelFrigateII @ 20.21 each = 20.21 = After picking fleet ships, FleetShipBudget is now -3.08 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -79.2 == Wave total ships: 26 TypesForDirectAdd count by type: GrenadeLauncher : 1 Raider : 1 ZenithPolarizer : 2 TeleportBattleStation : 1 Fighter : 1 SpireGravityDrain : 2 TackleDroneLauncher : 2 ZenithSiegeEngine : 2 ElectricShuttle : 1 YounglingCommando : 1 ShieldBearer : 1 NeinzulRailpod : 1 SpireMiniRam : 1 AutocannonMinipod : 1 MissileShip : 1 AntiArmorShip : 1 YounglingFirefly : 1 SpaceTank : 1 ZenithBombardmentII : 1 VorticularCutlassII : 1 SentinelFrigateII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 301.17 7/26/2014 11:26:21 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:25:12 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 216218 effectiveMetalForSalvageWave = floor(AISalvage) = 216218 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 263.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 75.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 170.6 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 263.94 7/26/2014 11:26:21 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:25:12 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 52 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 263.94 = FleetShipBudget for this wave's fleet ships = 263.94 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.23 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, SpireMiniRam ** Picked 10 MissileShip @ 1.67 each = 16.67 9 SpireMiniRam @ 9.6 each = 86.4 12 Fighter @ 1.67 each = 20 10 Infiltrator @ 1.2 each = 12 6 Bomber @ 2.5 each = 15 12 EyeBot @ 4 each = 48 7 VorticularCutlass @ 1.09 each = 7.64 4 InfiltratorII @ 2.4 each = 9.6 5 FighterII @ 3.33 each = 16.67 2 BomberII @ 5 each = 10 3 EyeBotII @ 8 each = 24 = After picking fleet ships, FleetShipBudget is now -2.02 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.17 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -73.83 == Wave total ships: 81 TypesForDirectAdd count by type: MissileShip : 10 SpireMiniRam : 9 Fighter : 12 Infiltrator : 10 Bomber : 6 EyeBot : 12 VorticularCutlass : 7 InfiltratorII : 4 FighterII : 5 BomberII : 2 EyeBotII : 3 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 367.63 7/26/2014 11:30:12 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:26:32 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 55609 effectiveMetalForSalvageWave = floor(AISalvage) = 55609 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 67.88 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 60.66 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 136.48 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:32:16 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:28:13 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 20739 effectiveMetalForSalvageWave = floor(AISalvage) = 20739 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 25.32 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 75.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 170.6 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:33:45 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:29:33 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 55609 effectiveMetalForSalvageWave = floor(AISalvage) = 55609 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 67.88 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 60.66 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 136.48 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:36:11 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:31:14 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 82903 effectiveMetalForSalvageWave = floor(AISalvage) = 82903 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 101.2 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 52 FleetShipBudget *= player.GetHandicapMultiplier() = 52 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 60.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 75.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 170.6 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:37:51 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:32:34 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 91778 effectiveMetalForSalvageWave = floor(AISalvage) = 91778 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 112.03 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:39:48 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:34:15 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 87531 effectiveMetalForSalvageWave = floor(AISalvage) = 87531 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 106.85 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:52:47 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:35:35 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 91778 effectiveMetalForSalvageWave = floor(AISalvage) = 91778 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 112.03 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:54:56 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:37:16 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 124123 effectiveMetalForSalvageWave = floor(AISalvage) = 124123 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 151.52 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:56:23 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:38:36 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 91778 effectiveMetalForSalvageWave = floor(AISalvage) = 91778 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 112.03 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:57:11 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:39:17 normalWaveStrength:202.45 AccumulatedStrengthForNextWave:202.63 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 Because Diff >= 7 and entry_points = 4, entryPointMultiplier = 0.8 Because game time < 2 hours (5957 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 0.83 normalWaveStrength *= entryPointMultiplier = 197.06 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 202.45 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.19 7/26/2014 11:57:11 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:39:17 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 72 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 202.63 = FleetShipBudget for this wave's fleet ships = 202.63 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.31 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, SpireMiniRam ** Picked 6 MissileShip @ 1.67 each = 10 8 Fighter @ 1.67 each = 13.33 5 Infiltrator @ 1.2 each = 6 6 Bomber @ 2.5 each = 15 5 VorticularCutlass @ 1.09 each = 5.45 7 SpireMiniRam @ 9.6 each = 67.2 6 EyeBot @ 4 each = 24 1 EyeBotII @ 8 each = 8 4 InfiltratorII @ 2.4 each = 9.6 3 FighterII @ 3.33 each = 10 3 VorticularCutlassII @ 2.18 each = 6.54 4 MissileShipII @ 3.33 each = 13.33 3 BomberII @ 5 each = 15 = After picking fleet ships, FleetShipBudget is now -0.83 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 17.02 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -78.98 == Wave total ships: 62 TypesForDirectAdd count by type: MissileShip : 6 Fighter : 8 Infiltrator : 5 Bomber : 6 VorticularCutlass : 5 SpireMiniRam : 7 EyeBot : 6 EyeBotII : 1 InfiltratorII : 4 FighterII : 3 VorticularCutlassII : 3 MissileShipII : 4 BomberII : 3 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 302.79 7/26/2014 11:58:36 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:40:17 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 193584 effectiveMetalForSalvageWave = floor(AISalvage) = 193584 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 236.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 11:59:56 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:41:37 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 130678 effectiveMetalForSalvageWave = floor(AISalvage) = 130678 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 159.52 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:02:45 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:43:18 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 198900 effectiveMetalForSalvageWave = floor(AISalvage) = 198900 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 242.8 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:04:17 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:44:38 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 177540 effectiveMetalForSalvageWave = floor(AISalvage) = 177540 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 216.72 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:06:16 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:46:19 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 222444 effectiveMetalForSalvageWave = floor(AISalvage) = 222444 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 271.54 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:08:05 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:47:39 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 439058 effectiveMetalForSalvageWave = floor(AISalvage) = 439058 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 535.96 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 535.96 7/26/2014 12:08:05 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:47:39 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 72 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 535.96 = FleetShipBudget for this wave's fleet ships = 535.96 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.31 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 2 SpireTeleportingLeech @ 4 each = 8 1 ZenithParalyzer @ 2 each = 2 1 MLRS @ 2.53 each = 2.53 2 ArmorShip @ 2.18 each = 4.36 2 YounglingCommando @ 1.33 each = 2.67 1 Infiltrator @ 1.2 each = 1.2 2 SpacePlane @ 1.12 each = 2.23 1 Spider @ 2 each = 2 1 YounglingWeasel @ 1.33 each = 1.33 1 MunitionsBooster @ 10.11 each = 10.11 1 NeinzulScapegoat @ 4 each = 4 2 SpireTractorPlatform @ 38.4 each = 76.8 1 VampireClaw @ 3.43 each = 3.43 2 YounglingNanoswarm @ 1.33 each = 2.67 1 LazerGatling @ 0.71 each = 0.71 2 ZenithHydra @ 6 each = 12 1 SpireBladeSpawner @ 57.6 each = 57.6 1 SpireArmorRotter @ 4 each = 4 1 MissileShip @ 1.67 each = 1.67 1 ZenithViralShredder @ 2 each = 2 1 SpaceTank @ 2 each = 2 2 SpireMiniRam @ 9.6 each = 19.2 3 SpireGravityRipper @ 4 each = 12 2 SpireStealthBattleship @ 38.4 each = 76.8 2 EyeBot @ 4 each = 8 2 EtherJet @ 1.33 each = 2.67 1 Sniper @ 9.6 each = 9.6 1 ZenithAutoBomb @ 2 each = 2 1 Parasite @ 4 each = 4 1 Bomber @ 2.5 each = 2.5 1 ZenithReprocessor @ 24 each = 24 1 DeflectorDrone @ 0.98 each = 0.98 2 ZenithPolarizer @ 2 each = 4 1 MLRSII @ 5.05 each = 5.05 1 MicroFighterII @ 2.67 each = 2.67 1 YounglingShrikeII @ 2.67 each = 2.67 2 SpireRailclusterII @ 76.8 each = 153.6 1 ImpulseReactionEmitterII @ 4 each = 4 = After picking fleet ships, FleetShipBudget is now -1.06 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 45.01 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -50.99 == Wave total ships: 54 TypesForDirectAdd count by type: SpireTeleportingLeech : 2 ZenithParalyzer : 1 MLRS : 1 ArmorShip : 2 YounglingCommando : 2 Infiltrator : 1 SpacePlane : 2 Spider : 1 YounglingWeasel : 1 MunitionsBooster : 1 NeinzulScapegoat : 1 SpireTractorPlatform : 2 VampireClaw : 1 YounglingNanoswarm : 2 LazerGatling : 1 ZenithHydra : 2 SpireBladeSpawner : 1 SpireArmorRotter : 1 MissileShip : 1 ZenithViralShredder : 1 SpaceTank : 1 SpireMiniRam : 2 SpireGravityRipper : 3 SpireStealthBattleship : 2 EyeBot : 2 EtherJet : 2 Sniper : 1 ZenithAutoBomb : 1 Parasite : 1 Bomber : 1 ZenithReprocessor : 1 DeflectorDrone : 1 ZenithPolarizer : 2 MLRSII : 1 MicroFighterII : 1 YounglingShrikeII : 1 SpireRailclusterII : 2 ImpulseReactionEmitterII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 637.52 7/26/2014 12:08:24 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:47:58 normalWaveStrength:200 AccumulatedStrengthForNextWave:200.09 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 Because Diff >= 7 and entry_points = 4, entryPointMultiplier = 0.8 Because game time < 2 hours (6478 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 0.82 normalWaveStrength *= entryPointMultiplier = 154.93 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 154.93 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.15 7/26/2014 12:08:24 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:47:58 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 72 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 200.09 = FleetShipBudget for this wave's fleet ships = 200.09 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.31 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 SpireTractorPlatform @ 38.4 each = 38.4 1 ShieldBearer @ 8 each = 8 1 DeflectorDrone @ 0.98 each = 0.98 1 ElectricShuttle @ 8 each = 8 1 AutocannonMinipod @ 0.98 each = 0.98 2 SentinelFrigate @ 10.11 each = 20.21 1 ZenithViralShredder @ 2 each = 2 1 SpireStealthBattleship @ 38.4 each = 38.4 1 SpireMiniRam @ 9.6 each = 9.6 1 Spider @ 2 each = 2 1 ImpulseReactionEmitter @ 2 each = 2 1 Sniper @ 9.6 each = 9.6 1 SpacePlaneII @ 2.23 each = 2.23 1 InfiltratorII @ 2.4 each = 2.4 1 MissileShipII @ 3.33 each = 3.33 1 VampireClawII @ 6.86 each = 6.86 1 SentinelFrigateII @ 20.21 each = 20.21 2 AcidSprayerII @ 4 each = 8 1 VorticularCutlassII @ 2.18 each = 2.18 1 ZenithBombardmentII @ 24 each = 24 = After picking fleet ships, FleetShipBudget is now -9.3 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -79.2 == Wave total ships: 23 TypesForDirectAdd count by type: SpireTractorPlatform : 1 ShieldBearer : 1 DeflectorDrone : 1 ElectricShuttle : 1 AutocannonMinipod : 1 SentinelFrigate : 2 ZenithViralShredder : 1 SpireStealthBattleship : 1 SpireMiniRam : 1 Spider : 1 ImpulseReactionEmitter : 1 Sniper : 1 SpacePlaneII : 1 InfiltratorII : 1 MissileShipII : 1 VampireClawII : 1 SentinelFrigateII : 1 AcidSprayerII : 2 VorticularCutlassII : 1 ZenithBombardmentII : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 306.05 7/26/2014 12:09:48 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:49:20 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 222444 effectiveMetalForSalvageWave = floor(AISalvage) = 222444 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 271.54 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:11:08 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:50:40 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 84046 effectiveMetalForSalvageWave = floor(AISalvage) = 84046 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 102.6 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:13:09 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:52:21 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 222444 effectiveMetalForSalvageWave = floor(AISalvage) = 222444 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 271.54 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:14:56 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:53:41 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 173520 effectiveMetalForSalvageWave = floor(AISalvage) = 173520 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 211.82 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:16:37 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:55:22 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 273396 effectiveMetalForSalvageWave = floor(AISalvage) = 273396 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 333.74 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:17:58 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:56:42 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 207248 effectiveMetalForSalvageWave = floor(AISalvage) = 207248 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 252.99 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:19:39 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:58:23 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 304680 effectiveMetalForSalvageWave = floor(AISalvage) = 304680 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 371.92 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:21:04 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:59:43 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 246923 effectiveMetalForSalvageWave = floor(AISalvage) = 246923 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 301.42 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:21:11 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:59:50 normalWaveStrength:251.39 AccumulatedStrengthForNextWave:251.56 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 Because Diff >= 7 and entry_points = 5, entryPointMultiplier = 0.8 Because game time < 2 hours (7190 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 0.8 normalWaveStrength *= entryPointMultiplier = 241.48 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 251.39 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 7/26/2014 12:21:11 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:59:50 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 251.56 = FleetShipBudget for this wave's fleet ships = 251.56 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, SpireMiniRam ** Picked 139 VorticularCutlass @ 1.09 each = 151.62 ** Picked 46 VorticularCutlassII @ 2.18 each = 100.36 = After picking fleet ships, FleetShipBudget is now -0.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 21.13 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -74.87 == Wave total ships: 186 TypesForDirectAdd count by type: VorticularCutlass : 139 VorticularCutlassII : 46 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 347.98 7/26/2014 12:23:10 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:01:24 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 304680 effectiveMetalForSalvageWave = floor(AISalvage) = 304680 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 371.92 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:25:20 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:02:44 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 559695 effectiveMetalForSalvageWave = floor(AISalvage) = 559695 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 683.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 683.22 7/26/2014 12:25:20 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:02:44 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 683.22 = FleetShipBudget for this wave's fleet ships = 683.22 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 ZenithMedicFrigate @ 24 each = 24 3 SpireGravityRipper @ 4 each = 12 1 ZenithElectricBomber @ 10.11 each = 10.11 2 SpireMiniRam @ 9.6 each = 19.2 2 SpireTractorPlatform @ 38.4 each = 76.8 2 YounglingNanoswarm @ 1.33 each = 2.67 1 ElectricShuttle @ 8 each = 8 1 VampireClaw @ 3.43 each = 3.43 2 MissileShip @ 1.67 each = 3.33 2 YounglingCommando @ 1.33 each = 2.67 1 ZenithHydra @ 6 each = 6 3 AutocannonMinipod @ 0.98 each = 2.94 2 Spider @ 2 each = 4 1 SpireRailcluster @ 38.4 each = 38.4 1 VorticularCutlass @ 1.09 each = 1.09 2 ZenithParalyzer @ 2 each = 4 1 GrenadeLauncher @ 2 each = 2 3 NeinzulScapegoat @ 4 each = 12 2 ZenithBeamFrigate @ 4 each = 8 1 EyeBot @ 4 each = 4 2 Raider @ 1.6 each = 3.2 2 MunitionsBooster @ 10.11 each = 20.21 1 SpireStealthBattleship @ 38.4 each = 38.4 1 TeleportBattleStation @ 8 each = 8 1 ImpulseReactionEmitter @ 2 each = 2 1 AcidSprayer @ 2 each = 2 1 ZenithPolarizer @ 2 each = 2 1 LazerGatling @ 0.71 each = 0.71 1 SpireBladeSpawner @ 57.6 each = 57.6 1 YounglingShrike @ 1.33 each = 1.33 1 EtherJet @ 1.33 each = 1.33 1 YounglingTiger @ 1.33 each = 1.33 1 SpireGravityDrain @ 4 each = 4 1 ZenithMirror @ 2 each = 2 1 Infiltrator @ 1.2 each = 1.2 1 SpaceTank @ 2 each = 2 1 ShieldBooster @ 10.11 each = 10.11 2 NeinzulRailpod @ 1 each = 2 1 Raptor @ 4 each = 4 1 MLRS @ 2.53 each = 2.53 1 YounglingFireflyII @ 2.67 each = 2.67 1 YounglingWeaselII @ 2.67 each = 2.67 1 NeinzulRailpodII @ 2 each = 2 1 ZenithViralShredderII @ 4 each = 4 2 SpireStealthBattleshipII @ 76.8 each = 153.6 1 RaptorII @ 8 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 1 BulletproofFighterII @ 4.36 each = 4.36 1 YounglingTigerII @ 2.67 each = 2.67 1 ZenithPolarizerII @ 4 each = 4 1 VorticularCutlassII @ 2.18 each = 2.18 1 YounglingCommandoII @ 2.67 each = 2.67 2 ZenithSiegeEngineII @ 24 each = 48 1 ZenithChameleonII @ 4 each = 4 1 YounglingNanoswarmII @ 2.67 each = 2.67 1 EyeBotII @ 8 each = 8 1 SpireGravityRipperII @ 8 each = 8 = After picking fleet ships, FleetShipBudget is now -6.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 57.38 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -38.62 == Wave total ships: 77 TypesForDirectAdd count by type: ZenithMedicFrigate : 1 SpireGravityRipper : 3 ZenithElectricBomber : 1 SpireMiniRam : 2 SpireTractorPlatform : 2 YounglingNanoswarm : 2 ElectricShuttle : 1 VampireClaw : 1 MissileShip : 2 YounglingCommando : 2 ZenithHydra : 1 AutocannonMinipod : 3 Spider : 2 SpireRailcluster : 1 VorticularCutlass : 1 ZenithParalyzer : 2 GrenadeLauncher : 1 NeinzulScapegoat : 3 ZenithBeamFrigate : 2 EyeBot : 1 Raider : 2 MunitionsBooster : 2 SpireStealthBattleship : 1 TeleportBattleStation : 1 ImpulseReactionEmitter : 1 AcidSprayer : 1 ZenithPolarizer : 1 LazerGatling : 1 SpireBladeSpawner : 1 YounglingShrike : 1 EtherJet : 1 YounglingTiger : 1 SpireGravityDrain : 1 ZenithMirror : 1 Infiltrator : 1 SpaceTank : 1 ShieldBooster : 1 NeinzulRailpod : 2 Raptor : 1 MLRS : 1 YounglingFireflyII : 1 YounglingWeaselII : 1 NeinzulRailpodII : 1 ZenithViralShredderII : 1 SpireStealthBattleshipII : 2 RaptorII : 1 SpireMiniRamII : 1 BulletproofFighterII : 1 YounglingTigerII : 1 ZenithPolarizerII : 1 VorticularCutlassII : 1 YounglingCommandoII : 1 ZenithSiegeEngineII : 2 ZenithChameleonII : 1 YounglingNanoswarmII : 1 EyeBotII : 1 SpireGravityRipperII : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 796.58 7/26/2014 12:27:51 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:04:25 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 304680 effectiveMetalForSalvageWave = floor(AISalvage) = 304680 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 371.92 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:29:11 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:05:45 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 106840 effectiveMetalForSalvageWave = floor(AISalvage) = 106840 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 130.42 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:30:24 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 2:06:58 normalWaveStrength:205.01 AccumulatedStrengthForNextWave:205.08 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 Because Diff >= 7 and entry_points = 5, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 193.13 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 205.01 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.19 7/26/2014 12:30:24 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:06:58 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 205.08 = FleetShipBudget for this wave's fleet ships = 205.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 2 Saboteur @ 4.8 each = 9.6 1 TackleDroneLauncher @ 36 each = 36 1 SpireArmorRotter @ 4 each = 4 1 SpaceTank @ 2 each = 2 1 Raider @ 1.6 each = 1.6 2 ZenithElectricBomber @ 10.11 each = 20.21 2 ArmorShip @ 2.18 each = 4.36 1 TeleportRaider @ 1.2 each = 1.2 1 AcidSprayer @ 2 each = 2 1 ZenithHydra @ 6 each = 6 1 ShieldBearer @ 8 each = 8 1 ZenithReprocessor @ 24 each = 24 1 ZenithPolarizer @ 2 each = 2 1 VorticularCutlass @ 1.09 each = 1.09 1 SpireGravityDrain @ 4 each = 4 1 AcidSprayerII @ 4 each = 4 1 SpireTractorPlatformII @ 76.8 each = 76.8 = After picking fleet ships, FleetShipBudget is now -1.79 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 17.22 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -78.78 == Wave total ships: 21 TypesForDirectAdd count by type: Saboteur : 2 TackleDroneLauncher : 1 SpireArmorRotter : 1 SpaceTank : 1 Raider : 1 ZenithElectricBomber : 2 ArmorShip : 2 TeleportRaider : 1 AcidSprayer : 1 ZenithHydra : 1 ShieldBearer : 1 ZenithReprocessor : 1 ZenithPolarizer : 1 VorticularCutlass : 1 SpireGravityDrain : 1 AcidSprayerII : 1 SpireTractorPlatformII : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 302.86 7/26/2014 12:30:52 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:07:26 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 304680 effectiveMetalForSalvageWave = floor(AISalvage) = 304680 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 371.92 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:36:57 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:08:46 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 183100 effectiveMetalForSalvageWave = floor(AISalvage) = 183100 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 223.51 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 130.65 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 293.96 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 12:41:03 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:10:27 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 304680 effectiveMetalForSalvageWave = floor(AISalvage) = 304680 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 371.92 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 132 FleetShipBudget *= player.GetHandicapMultiplier() = 132 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 153.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 192.47 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 433.06 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 4:57:15 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:11:47 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 185336 effectiveMetalForSalvageWave = floor(AISalvage) = 185336 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 226.24 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 132 FleetShipBudget *= player.GetHandicapMultiplier() = 132 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 153.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 153.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 346.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 4:58:56 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:13:28 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 304680 effectiveMetalForSalvageWave = floor(AISalvage) = 304680 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 371.92 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 132 FleetShipBudget *= player.GetHandicapMultiplier() = 132 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 153.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 192.47 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 433.06 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:01:06 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:14:48 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 194537 effectiveMetalForSalvageWave = floor(AISalvage) = 194537 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 237.47 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 132 FleetShipBudget *= player.GetHandicapMultiplier() = 132 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 153.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 153.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 346.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:02:47 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:16:29 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 304680 effectiveMetalForSalvageWave = floor(AISalvage) = 304680 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 371.92 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 132 FleetShipBudget *= player.GetHandicapMultiplier() = 132 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 153.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 192.47 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 433.06 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:04:10 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:17:49 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 285771 effectiveMetalForSalvageWave = floor(AISalvage) = 285771 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 348.84 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 132 FleetShipBudget *= player.GetHandicapMultiplier() = 132 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 153.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 153.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 346.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:05:52 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:19:30 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 304680 effectiveMetalForSalvageWave = floor(AISalvage) = 304680 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 371.92 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 132 FleetShipBudget *= player.GetHandicapMultiplier() = 132 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 153.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 192.47 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 433.06 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:06:10 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 2:19:48 normalWaveStrength:355.84 AccumulatedStrengthForNextWave:356.16 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 132 FleetShipBudget *= player.GetHandicapMultiplier() = 132 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 153.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 192.47 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 433.06 Because Diff >= 7 and entry_points = 5, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 346.37 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 355.84 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.34 7/26/2014 5:06:10 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:19:48 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 132 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 356.16 = FleetShipBudget for this wave's fleet ships = 356.16 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.57 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: Bomber ** Picked 55 Bomber @ 2.5 each = 137.53 ** Picked 37 BomberII @ 5 each = 185.05 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 2 SpireMiniRam @ 9.6 each = 19.2 ** Picked 1 SpireMiniRamII @ 19.2 each = 19.2 = After picking fleet ships, FleetShipBudget is now -4.81 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 29.91 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -66.09 == Wave total ships: 96 TypesForDirectAdd count by type: Bomber : 55 BomberII : 37 SpireMiniRam : 2 SpireMiniRamII : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 392.4 7/26/2014 5:07:12 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:20:50 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 372934 effectiveMetalForSalvageWave = floor(AISalvage) = 372934 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 455.24 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 132 FleetShipBudget *= player.GetHandicapMultiplier() = 132 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 153.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 153.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 346.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:09:32 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:22:31 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 304680 effectiveMetalForSalvageWave = floor(AISalvage) = 304680 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 371.92 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 214.34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 482.28 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:11:02 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:23:51 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 466581 effectiveMetalForSalvageWave = floor(AISalvage) = 466581 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 569.56 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 171.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 385.82 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:12:46 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:25:32 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 304680 effectiveMetalForSalvageWave = floor(AISalvage) = 304680 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 371.92 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 214.34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 482.28 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:13:40 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 2:26:04 normalWaveStrength:314.91 AccumulatedStrengthForNextWave:314.95 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 171.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 385.82 Because Diff >= 7 and entry_points = 5, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 308.58 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 314.91 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.31 7/26/2014 5:13:40 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:26:04 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 147 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 314.95 = FleetShipBudget for this wave's fleet ships = 314.95 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.64 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 SpireRailcluster @ 38.4 each = 38.4 1 ImpulseReactionEmitter @ 2 each = 2 1 EtherJet @ 1.33 each = 1.33 2 ShieldBooster @ 10.11 each = 20.21 1 TeleportBattleStation @ 8 each = 8 1 Raider @ 1.6 each = 1.6 2 SpireTeleportingLeech @ 4 each = 8 2 ZenithBombardment @ 12 each = 24 1 VampireClaw @ 3.43 each = 3.43 2 SpireGravityRipper @ 4 each = 8 1 AutocannonMinipodII @ 1.96 each = 1.96 1 SpiderII @ 4 each = 4 1 DeflectorDroneII @ 1.96 each = 1.96 2 FighterII @ 3.33 each = 6.67 2 ZenithHydraII @ 12 each = 24 1 ZenithChameleonII @ 4 each = 4 1 ZenithBeamFrigateII @ 8 each = 8 2 ZenithElectricBomberII @ 20.21 each = 40.42 1 SpireGravityRipperII @ 8 each = 8 1 SpireGravityDrainII @ 8 each = 8 1 SaboteurII @ 9.6 each = 9.6 1 YounglingWeaselII @ 2.67 each = 2.67 1 VorticularCutlassII @ 2.18 each = 2.18 1 NeinzulRailpodII @ 2 each = 2 1 ParasiteII @ 8 each = 8 1 MunitionsBoosterII @ 20.21 each = 20.21 1 SpacePlaneII @ 2.23 each = 2.23 1 ZenithReprocessorII @ 48 each = 48 = After picking fleet ships, FleetShipBudget is now -1.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 26.45 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -69.55 == Wave total ships: 36 TypesForDirectAdd count by type: SpireRailcluster : 1 ImpulseReactionEmitter : 1 EtherJet : 1 ShieldBooster : 2 TeleportBattleStation : 1 Raider : 1 SpireTeleportingLeech : 2 ZenithBombardment : 2 VampireClaw : 1 SpireGravityRipper : 2 AutocannonMinipodII : 1 SpiderII : 1 DeflectorDroneII : 1 FighterII : 2 ZenithHydraII : 2 ZenithChameleonII : 1 ZenithBeamFrigateII : 1 ZenithElectricBomberII : 2 SpireGravityRipperII : 1 SpireGravityDrainII : 1 SaboteurII : 1 YounglingWeaselII : 1 VorticularCutlassII : 1 NeinzulRailpodII : 1 ParasiteII : 1 MunitionsBoosterII : 1 SpacePlaneII : 1 ZenithReprocessorII : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 415.53 7/26/2014 5:15:09 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:26:52 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 905173 effectiveMetalForSalvageWave = floor(AISalvage) = 905173 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1104.95 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 171.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 385.82 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1104.95 7/26/2014 5:15:09 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:26:52 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 147 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1104.95 = FleetShipBudget for this wave's fleet ships = 1104.95 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.64 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 2 Bomber @ 2.5 each = 5 1 ZenithBombardment @ 12 each = 12 2 ZenithAutoBomb @ 2 each = 4 2 ZenithChameleon @ 2 each = 4 2 EyeBot @ 4 each = 8 1 YounglingNanoswarm @ 1.33 each = 1.33 3 ZenithMedicFrigate @ 24 each = 72 2 ZenithElectricBomber @ 10.11 each = 20.21 1 GrenadeLauncher @ 2 each = 2 1 AcidSprayer @ 2 each = 2 2 YounglingShrike @ 1.33 each = 2.67 2 ArmorShip @ 2.18 each = 4.36 1 Fighter @ 1.67 each = 1.67 1 SpaceTank @ 2 each = 2 1 ShieldBooster @ 10.11 each = 10.11 2 Raptor @ 4 each = 8 2 MLRS @ 2.53 each = 5.05 2 VampireClaw @ 3.43 each = 6.86 1 YounglingFirefly @ 1.33 each = 1.33 1 AntiArmorShip @ 1.6 each = 1.6 1 SpireGravityDrain @ 4 each = 4 1 ZenithReprocessor @ 24 each = 24 1 TeleportBattleStation @ 8 each = 8 1 Parasite @ 4 each = 4 1 ZenithPolarizer @ 2 each = 2 2 YounglingCommando @ 1.33 each = 2.67 1 YounglingVulture @ 1.33 each = 1.33 2 LazerGatling @ 0.71 each = 1.41 1 SpacePlane @ 1.12 each = 1.12 1 Spider @ 2 each = 2 1 SpireStealthBattleship @ 38.4 each = 38.4 1 SpireTractorPlatform @ 38.4 each = 38.4 3 TackleDroneLauncher @ 36 each = 108 1 AutocannonMinipod @ 0.98 each = 0.98 1 MunitionsBooster @ 10.11 each = 10.11 1 MissileShip @ 1.67 each = 1.67 3 ShieldBoosterII @ 20.21 each = 60.63 1 YounglingShrikeII @ 2.67 each = 2.67 1 TackleDroneLauncherII @ 72 each = 72 2 ArmorShipII @ 4.36 each = 8.73 1 SpireArmorRotterII @ 8 each = 8 2 TeleportRaiderII @ 2.4 each = 4.8 1 SpireGravityRipperII @ 8 each = 8 2 ZenithMedicFrigateII @ 48 each = 96 2 ZenithElectricBomberII @ 20.21 each = 40.42 2 TeleportBattleStationII @ 16 each = 32 1 AntiArmorShipII @ 3.2 each = 3.2 1 ImpulseReactionEmitterII @ 4 each = 4 2 SpaceTankII @ 4 each = 8 2 ZenithReprocessorII @ 48 each = 96 3 AcidSprayerII @ 4 each = 12 1 ZenithMirrorII @ 4 each = 4 1 YounglingVultureII @ 2.67 each = 2.67 1 SniperII @ 19.2 each = 19.2 1 FighterII @ 3.33 each = 3.33 1 VorticularCutlassII @ 2.18 each = 2.18 2 ZenithAutoBombII @ 4 each = 8 1 DeflectorDroneII @ 1.96 each = 1.96 1 ZenithPolarizerII @ 4 each = 4 2 ElectricShuttleII @ 16 each = 32 2 MunitionsBoosterII @ 20.21 each = 40.42 1 SentinelFrigateII @ 20.21 each = 20.21 1 NeinzulScapegoatII @ 4 each = 4 1 RaiderII @ 3.2 each = 3.2 1 GrenadeLauncherII @ 4 each = 4 2 EyeBotII @ 8 each = 16 2 MLRSII @ 5.05 each = 10.1 2 BulletproofFighterII @ 4.36 each = 8.73 1 RaptorII @ 8 each = 8 1 SpacePlaneII @ 2.23 each = 2.23 1 ZenithBeamFrigateII @ 8 each = 8 1 SpireGravityDrainII @ 8 each = 8 1 ShieldBearerII @ 16 each = 16 1 SaboteurII @ 9.6 each = 9.6 = After picking fleet ships, FleetShipBudget is now -9.59 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 92.8 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -3.2 == Wave total ships: 108 TypesForDirectAdd count by type: Bomber : 2 ZenithBombardment : 1 ZenithAutoBomb : 2 ZenithChameleon : 2 EyeBot : 2 YounglingNanoswarm : 1 ZenithMedicFrigate : 3 ZenithElectricBomber : 2 GrenadeLauncher : 1 AcidSprayer : 1 YounglingShrike : 2 ArmorShip : 2 Fighter : 1 SpaceTank : 1 ShieldBooster : 1 Raptor : 2 MLRS : 2 VampireClaw : 2 YounglingFirefly : 1 AntiArmorShip : 1 SpireGravityDrain : 1 ZenithReprocessor : 1 TeleportBattleStation : 1 Parasite : 1 ZenithPolarizer : 1 YounglingCommando : 2 YounglingVulture : 1 LazerGatling : 2 SpacePlane : 1 Spider : 1 SpireStealthBattleship : 1 SpireTractorPlatform : 1 TackleDroneLauncher : 3 AutocannonMinipod : 1 MunitionsBooster : 1 MissileShip : 1 ShieldBoosterII : 3 YounglingShrikeII : 1 TackleDroneLauncherII : 1 ArmorShipII : 2 SpireArmorRotterII : 1 TeleportRaiderII : 2 SpireGravityRipperII : 1 ZenithMedicFrigateII : 2 ZenithElectricBomberII : 2 TeleportBattleStationII : 2 AntiArmorShipII : 1 ImpulseReactionEmitterII : 1 SpaceTankII : 2 ZenithReprocessorII : 2 AcidSprayerII : 3 ZenithMirrorII : 1 YounglingVultureII : 1 SniperII : 1 FighterII : 1 VorticularCutlassII : 1 ZenithAutoBombII : 2 DeflectorDroneII : 1 ZenithPolarizerII : 1 ElectricShuttleII : 2 MunitionsBoosterII : 2 SentinelFrigateII : 1 NeinzulScapegoatII : 1 RaiderII : 1 GrenadeLauncherII : 1 EyeBotII : 2 MLRSII : 2 BulletproofFighterII : 2 RaptorII : 1 SpacePlaneII : 1 ZenithBeamFrigateII : 1 SpireGravityDrainII : 1 ShieldBearerII : 1 SaboteurII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1218.21 7/26/2014 5:17:17 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:28:33 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 304680 effectiveMetalForSalvageWave = floor(AISalvage) = 304680 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 371.92 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 214.34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 482.28 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:19:16 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:29:53 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 93120 effectiveMetalForSalvageWave = floor(AISalvage) = 93120 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.67 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 171.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 385.82 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:21:08 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:31:34 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 305456 effectiveMetalForSalvageWave = floor(AISalvage) = 305456 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 372.87 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 214.34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 482.28 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:22:28 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:32:54 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 121056 effectiveMetalForSalvageWave = floor(AISalvage) = 121056 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 147.77 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 171.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 385.82 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:24:20 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:34:35 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 329512 effectiveMetalForSalvageWave = floor(AISalvage) = 329512 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 402.24 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 214.34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 482.28 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:25:48 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:35:55 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 127486 effectiveMetalForSalvageWave = floor(AISalvage) = 127486 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 155.62 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 171.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 385.82 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:27:28 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 2:37:35 normalWaveStrength:404.18 AccumulatedStrengthForNextWave:404.29 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 214.34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 482.28 Because Diff >= 7 and entry_points = 5, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 385.73 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 404.18 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.38 7/26/2014 5:27:28 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:37:35 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 147 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 404.29 = FleetShipBudget for this wave's fleet ships = 404.29 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.64 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 7 Fighter @ 1.67 each = 11.67 8 MissileShip @ 1.67 each = 13.33 5 Bomber @ 2.5 each = 12.5 7 Infiltrator @ 1.2 each = 8.4 7 ZenithBeamFrigate @ 4 each = 28 8 EyeBot @ 4 each = 32 4 SpireMiniRam @ 9.6 each = 38.4 3 VorticularCutlass @ 1.09 each = 3.27 5 SpireMiniRamII @ 19.2 each = 96 6 BomberII @ 5 each = 30.01 4 MissileShipII @ 3.33 each = 13.33 8 InfiltratorII @ 2.4 each = 19.2 7 VorticularCutlassII @ 2.18 each = 15.27 3 ZenithBeamFrigateII @ 8 each = 24 4 FighterII @ 3.33 each = 13.33 6 EyeBotII @ 8 each = 48 = After picking fleet ships, FleetShipBudget is now -2.41 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 33.95 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -62.05 == Wave total ships: 93 TypesForDirectAdd count by type: Fighter : 7 MissileShip : 8 Bomber : 5 Infiltrator : 7 ZenithBeamFrigate : 7 EyeBot : 8 SpireMiniRam : 4 VorticularCutlass : 3 SpireMiniRamII : 5 BomberII : 6 MissileShipII : 4 InfiltratorII : 8 VorticularCutlassII : 7 ZenithBeamFrigateII : 3 FighterII : 4 EyeBotII : 6 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 504.53 7/26/2014 5:27:29 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:37:36 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 354344 effectiveMetalForSalvageWave = floor(AISalvage) = 354344 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 432.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 214.34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 482.28 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:29:06 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:38:56 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 198794 effectiveMetalForSalvageWave = floor(AISalvage) = 198794 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 242.67 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 171.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 385.82 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:30:58 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:40:37 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 354344 effectiveMetalForSalvageWave = floor(AISalvage) = 354344 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 432.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 147 FleetShipBudget *= player.GetHandicapMultiplier() = 147 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 171.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 214.34 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 482.28 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:32:48 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:41:57 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 557440 effectiveMetalForSalvageWave = floor(AISalvage) = 557440 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 680.47 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 680.47 7/26/2014 5:32:48 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:41:57 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 680.47 = FleetShipBudget for this wave's fleet ships = 680.47 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.73 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 ZenithBombardment @ 12 each = 12 1 ZenithAutoBomb @ 2 each = 2 1 AntiArmorShip @ 1.6 each = 1.6 1 Parasite @ 4 each = 4 1 YounglingNanoswarm @ 1.33 each = 1.33 1 MissileShip @ 1.67 each = 1.67 1 ZenithSiegeEngine @ 12 each = 12 2 SpireStealthBattleship @ 38.4 each = 76.8 3 TeleportRaider @ 1.2 each = 3.6 1 ZenithParalyzer @ 2 each = 2 1 TeleportBattleStation @ 8 each = 8 1 ZenithElectricBomber @ 10.11 each = 10.11 1 EtherJet @ 1.33 each = 1.33 2 SpireTeleportingLeech @ 4 each = 8 1 YounglingCommando @ 1.33 each = 1.33 1 ZenithMirror @ 2 each = 2 1 TackleDroneLauncher @ 36 each = 36 1 VampireClaw @ 3.43 each = 3.43 1 ZenithViralShredderII @ 4 each = 4 2 YounglingShrikeII @ 2.67 each = 5.33 1 ImpulseReactionEmitterII @ 4 each = 4 2 SpireRailclusterII @ 76.8 each = 153.6 1 SpireGravityRipperII @ 8 each = 8 1 SniperII @ 19.2 each = 19.2 2 RaiderII @ 3.2 each = 6.4 1 ZenithBombardmentII @ 24 each = 24 1 YounglingFireflyII @ 2.67 each = 2.67 1 SpaceTankII @ 4 each = 4 1 NeinzulScapegoatII @ 4 each = 4 2 SpacePlaneII @ 2.23 each = 4.46 3 FighterII @ 3.33 each = 10 1 SaboteurII @ 9.6 each = 9.6 2 YounglingTigerII @ 2.67 each = 5.33 1 EtherJetII @ 2.67 each = 2.67 1 RaptorII @ 8 each = 8 1 ZenithPolarizerII @ 4 each = 4 1 SentinelFrigateII @ 20.21 each = 20.21 1 BomberII @ 5 each = 5 1 YounglingVultureII @ 2.67 each = 2.67 1 SpireArmorRotterII @ 8 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 2 ElectricShuttleII @ 16 each = 32 1 ZenithParalyzerII @ 4 each = 4 1 ZenithReprocessorII @ 48 each = 48 1 InfiltratorII @ 2.4 each = 2.4 1 YounglingWeaselII @ 2.67 each = 2.67 1 ShieldBearerII @ 16 each = 16 1 SpireTeleportingLeechII @ 8 each = 8 2 SpireGravityDrainII @ 8 each = 16 1 AutocannonMinipodII @ 1.96 each = 1.96 1 ZenithMedicFrigateII @ 48 each = 48 = After picking fleet ships, FleetShipBudget is now -20.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 57.15 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -38.85 == Wave total ships: 65 TypesForDirectAdd count by type: ZenithBombardment : 1 ZenithAutoBomb : 1 AntiArmorShip : 1 Parasite : 1 YounglingNanoswarm : 1 MissileShip : 1 ZenithSiegeEngine : 1 SpireStealthBattleship : 2 TeleportRaider : 3 ZenithParalyzer : 1 TeleportBattleStation : 1 ZenithElectricBomber : 1 EtherJet : 1 SpireTeleportingLeech : 2 YounglingCommando : 1 ZenithMirror : 1 TackleDroneLauncher : 1 VampireClaw : 1 ZenithViralShredderII : 1 YounglingShrikeII : 2 ImpulseReactionEmitterII : 1 SpireRailclusterII : 2 SpireGravityRipperII : 1 SniperII : 1 RaiderII : 2 ZenithBombardmentII : 1 YounglingFireflyII : 1 SpaceTankII : 1 NeinzulScapegoatII : 1 SpacePlaneII : 2 FighterII : 3 SaboteurII : 1 YounglingTigerII : 2 EtherJetII : 1 RaptorII : 1 ZenithPolarizerII : 1 SentinelFrigateII : 1 BomberII : 1 YounglingVultureII : 1 SpireArmorRotterII : 1 SpireMiniRamII : 1 ElectricShuttleII : 2 ZenithParalyzerII : 1 ZenithReprocessorII : 1 InfiltratorII : 1 YounglingWeaselII : 1 ShieldBearerII : 1 SpireTeleportingLeechII : 1 SpireGravityDrainII : 2 AutocannonMinipodII : 1 ZenithMedicFrigateII : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 808.56 7/26/2014 5:36:27 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:43:38 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 354344 effectiveMetalForSalvageWave = floor(AISalvage) = 354344 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 432.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 243.51 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 547.89 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:38:08 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 2:44:56 normalWaveStrength:355.36 AccumulatedStrengthForNextWave:355.53 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 Because Diff >= 7 and entry_points = 5, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 350.57 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 355.36 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 7/26/2014 5:38:08 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:44:56 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 355.53 = FleetShipBudget for this wave's fleet ships = 355.53 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.73 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 3 SpireTractorPlatform @ 38.4 each = 115.2 ** Picked 4 SpireTractorPlatformII @ 76.8 each = 307.2 = After picking fleet ships, FleetShipBudget is now -66.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 29.86 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -66.14 == Wave total ships: 8 TypesForDirectAdd count by type: SpireTractorPlatform : 3 SpireTractorPlatformII : 4 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 518.4 7/26/2014 5:39:34 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:46:22 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 84584 effectiveMetalForSalvageWave = floor(AISalvage) = 84584 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 103.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:39:51 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:46:39 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 354344 effectiveMetalForSalvageWave = floor(AISalvage) = 354344 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 432.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 243.51 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 547.89 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:42:42 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:49:23 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 179576 effectiveMetalForSalvageWave = floor(AISalvage) = 179576 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 219.21 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:42:59 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:49:40 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 354968 effectiveMetalForSalvageWave = floor(AISalvage) = 354968 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 433.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 243.51 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 547.89 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:57:19 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:52:24 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 237168 effectiveMetalForSalvageWave = floor(AISalvage) = 237168 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 289.51 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 5:57:36 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:52:41 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 379892 effectiveMetalForSalvageWave = floor(AISalvage) = 379892 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 463.74 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 243.51 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 547.89 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:01:01 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:55:25 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 237168 effectiveMetalForSalvageWave = floor(AISalvage) = 237168 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 289.51 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:01:01 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 2:55:25 normalWaveStrength:453.18 AccumulatedStrengthForNextWave:453.5 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 243.51 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 547.89 Because Diff >= 7 and entry_points = 5, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 438.21 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 453.18 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.43 7/26/2014 6:01:01 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:55:25 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 453.5 = FleetShipBudget for this wave's fleet ships = 453.5 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.73 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: Bomber ** Picked 45 Bomber @ 2.5 each = 112.52 60 BomberII @ 5 each = 300.07 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 1 EyeBot @ 4 each = 4 1 MissileShip @ 1.67 each = 1.67 1 Infiltrator @ 1.2 each = 1.2 2 VorticularCutlass @ 1.09 each = 2.18 1 Bomber @ 2.5 each = 2.5 1 ZenithBeamFrigateII @ 8 each = 8 1 VorticularCutlassII @ 2.18 each = 2.18 1 SpireMiniRamII @ 19.2 each = 19.2 = After picking fleet ships, FleetShipBudget is now -0.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 38.09 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -57.91 == Wave total ships: 115 TypesForDirectAdd count by type: Bomber : 46 BomberII : 60 EyeBot : 1 MissileShip : 1 Infiltrator : 1 VorticularCutlass : 2 ZenithBeamFrigateII : 1 VorticularCutlassII : 1 SpireMiniRamII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 466.76 7/26/2014 6:01:18 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:55:42 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 480261 effectiveMetalForSalvageWave = floor(AISalvage) = 480261 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 586.26 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 243.51 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 547.89 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:04:19 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:58:26 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 237168 effectiveMetalForSalvageWave = floor(AISalvage) = 237168 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 289.51 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:04:36 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:58:43 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 579890 effectiveMetalForSalvageWave = floor(AISalvage) = 579890 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 707.87 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 243.51 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 547.89 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:08:46 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:01:27 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 237168 effectiveMetalForSalvageWave = floor(AISalvage) = 237168 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 289.51 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:09:03 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:01:44 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 681037 effectiveMetalForSalvageWave = floor(AISalvage) = 681037 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 831.34 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 243.51 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 547.89 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 831.34 7/26/2014 6:09:03 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:01:44 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 831.34 = FleetShipBudget for this wave's fleet ships = 831.34 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.73 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 11 ZenithBeamFrigate @ 4 each = 44 12 MissileShip @ 1.67 each = 20 4 Infiltrator @ 1.2 each = 4.8 10 Bomber @ 2.5 each = 25 6 EyeBot @ 4 each = 24 7 VorticularCutlass @ 1.09 each = 7.64 4 Fighter @ 1.67 each = 6.67 10 SpireMiniRam @ 9.6 each = 96 17 EyeBotII @ 8 each = 136 6 InfiltratorII @ 2.4 each = 14.4 9 BomberII @ 5 each = 45.01 7 FighterII @ 3.33 each = 23.33 13 VorticularCutlassII @ 2.18 each = 28.36 10 MissileShipII @ 3.33 each = 33.33 6 ZenithBeamFrigateII @ 8 each = 48 15 SpireMiniRamII @ 19.2 each = 287.99 = After picking fleet ships, FleetShipBudget is now -13.18 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 69.82 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -26.18 == Wave total ships: 148 TypesForDirectAdd count by type: ZenithBeamFrigate : 11 MissileShip : 12 Infiltrator : 4 Bomber : 10 EyeBot : 6 VorticularCutlass : 7 Fighter : 4 SpireMiniRam : 10 EyeBotII : 17 InfiltratorII : 6 BomberII : 9 FighterII : 7 VorticularCutlassII : 13 MissileShipII : 10 ZenithBeamFrigateII : 6 SpireMiniRamII : 15 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 943.18 7/26/2014 6:09:52 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 3:02:12 normalWaveStrength:360.15 AccumulatedStrengthForNextWave:360.17 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 Because Diff >= 7 and entry_points = 6, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 350.57 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 360.15 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.35 7/26/2014 6:09:52 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:02:12 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 167 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 360.17 = FleetShipBudget for this wave's fleet ships = 360.17 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.73 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 ShieldBooster @ 10.11 each = 10.11 1 BulletproofFighter @ 2.18 each = 2.18 1 Raider @ 1.6 each = 1.6 1 YounglingCommando @ 1.33 each = 1.33 1 YounglingTiger @ 1.33 each = 1.33 1 MLRS @ 2.53 each = 2.53 1 ZenithSiegeEngine @ 12 each = 12 2 Saboteur @ 4.8 each = 9.6 1 AcidSprayer @ 2 each = 2 1 ZenithHydra @ 6 each = 6 1 Infiltrator @ 1.2 each = 1.2 1 SpaceTank @ 2 each = 2 1 SpireMiniRam @ 9.6 each = 9.6 1 EyeBot @ 4 each = 4 1 ElectricShuttle @ 8 each = 8 1 YounglingNanoswarm @ 1.33 each = 1.33 1 ZenithBeamFrigate @ 4 each = 4 1 ShieldBearer @ 8 each = 8 1 SpireTractorPlatform @ 38.4 each = 38.4 1 ZenithMirrorII @ 4 each = 4 1 NeinzulRailpodII @ 2 each = 2 1 InfiltratorII @ 2.4 each = 2.4 1 AcidSprayerII @ 4 each = 4 2 YounglingCommandoII @ 2.67 each = 5.33 1 SpireGravityRipperII @ 8 each = 8 1 YounglingVultureII @ 2.67 each = 2.67 1 ShieldBearerII @ 16 each = 16 1 ParasiteII @ 8 each = 8 2 ZenithParalyzerII @ 4 each = 8 1 YounglingWeaselII @ 2.67 each = 2.67 1 ImpulseReactionEmitterII @ 4 each = 4 2 FighterII @ 3.33 each = 6.67 1 MicroFighterII @ 2.67 each = 2.67 1 ZenithElectricBomberII @ 20.21 each = 20.21 1 ZenithViralShredderII @ 4 each = 4 1 EyeBotII @ 8 each = 8 1 SpireTractorPlatformII @ 76.8 each = 76.8 1 ZenithSiegeEngineII @ 24 each = 24 1 SpiderII @ 4 each = 4 1 AntiArmorShipII @ 3.2 each = 3.2 1 LazerGatlingII @ 1.41 each = 1.41 1 ZenithReprocessorII @ 48 each = 48 = After picking fleet ships, FleetShipBudget is now -31.06 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 30.25 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -65.75 == Wave total ships: 47 TypesForDirectAdd count by type: ShieldBooster : 1 BulletproofFighter : 1 Raider : 1 YounglingCommando : 1 YounglingTiger : 1 MLRS : 1 ZenithSiegeEngine : 1 Saboteur : 2 AcidSprayer : 1 ZenithHydra : 1 Infiltrator : 1 SpaceTank : 1 SpireMiniRam : 1 EyeBot : 1 ElectricShuttle : 1 YounglingNanoswarm : 1 ZenithBeamFrigate : 1 ShieldBearer : 1 SpireTractorPlatform : 1 ZenithMirrorII : 1 NeinzulRailpodII : 1 InfiltratorII : 1 AcidSprayerII : 1 YounglingCommandoII : 2 SpireGravityRipperII : 1 YounglingVultureII : 1 ShieldBearerII : 1 ParasiteII : 1 ZenithParalyzerII : 2 YounglingWeaselII : 1 ImpulseReactionEmitterII : 1 FighterII : 2 MicroFighterII : 1 ZenithElectricBomberII : 1 ZenithViralShredderII : 1 EyeBotII : 1 SpireTractorPlatformII : 1 ZenithSiegeEngineII : 1 SpiderII : 1 AntiArmorShipII : 1 LazerGatlingII : 1 ZenithReprocessorII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 495.9 7/26/2014 6:12:48 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:04:28 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 237168 effectiveMetalForSalvageWave = floor(AISalvage) = 237168 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 289.51 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:13:09 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:04:45 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 88035 effectiveMetalForSalvageWave = floor(AISalvage) = 88035 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 107.46 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 243.51 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 547.89 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:16:10 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:07:29 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 237168 effectiveMetalForSalvageWave = floor(AISalvage) = 237168 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 289.51 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 194.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 438.31 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:16:27 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:07:46 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 119839 effectiveMetalForSalvageWave = floor(AISalvage) = 119839 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 146.29 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 167 FleetShipBudget *= player.GetHandicapMultiplier() = 167 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 194.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 243.51 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 547.89 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:21:08 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:10:30 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 237168 effectiveMetalForSalvageWave = floor(AISalvage) = 237168 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 289.51 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:21:32 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:10:47 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 325459 effectiveMetalForSalvageWave = floor(AISalvage) = 325459 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 397.29 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:24:16 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:13:31 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 237792 effectiveMetalForSalvageWave = floor(AISalvage) = 237792 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 290.27 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:24:17 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 3:13:32 normalWaveStrength:476.01 AccumulatedStrengthForNextWave:476.15 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 Because Diff >= 7 and entry_points = 6, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 451.33 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 476.01 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.45 7/26/2014 6:24:17 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:13:32 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 476.15 = FleetShipBudget for this wave's fleet ships = 476.15 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 4 VorticularCutlass @ 1.09 each = 4.36 4 EyeBot @ 4 each = 16 9 ZenithBeamFrigate @ 4 each = 36 5 Infiltrator @ 1.2 each = 6 6 Bomber @ 2.5 each = 15 4 SpireMiniRam @ 9.6 each = 38.4 1 MissileShip @ 1.67 each = 1.67 2 Fighter @ 1.67 each = 3.33 5 InfiltratorII @ 2.4 each = 12 9 SpireMiniRamII @ 19.2 each = 172.79 5 FighterII @ 3.33 each = 16.67 10 MissileShipII @ 3.33 each = 33.33 9 BomberII @ 5 each = 45.01 7 VorticularCutlassII @ 2.18 each = 15.27 4 EyeBotII @ 8 each = 32 4 ZenithBeamFrigateII @ 8 each = 32 = After picking fleet ships, FleetShipBudget is now -3.68 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 39.99 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -56.01 == Wave total ships: 89 TypesForDirectAdd count by type: VorticularCutlass : 4 EyeBot : 4 ZenithBeamFrigate : 9 Infiltrator : 5 Bomber : 6 SpireMiniRam : 4 MissileShip : 1 Fighter : 2 InfiltratorII : 5 SpireMiniRamII : 9 FighterII : 5 MissileShipII : 10 BomberII : 9 VorticularCutlassII : 7 EyeBotII : 4 ZenithBeamFrigateII : 4 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 574.82 7/26/2014 6:25:01 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:13:48 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 594130 effectiveMetalForSalvageWave = floor(AISalvage) = 594130 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 725.26 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:30:13 PM (7.047) ----------------------------------- Triggering CPA (always from first AI); Game Time: 3:16:30 effectiveAIPForCPAPurposes = this.AIProgressionLevelEffective = 172 since diff == 7, numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 360 minimumAIPForCPAPurposes = Game.Instance.GameSecond / numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 32 effectiveAIPForCPAPurposes = Max(effectiveAIPForCPAPurposes,minimumAIPForCPAPurposes) = 172 difficultyFactor = ( this.AIDifficulty * this.GetHandicapMultiplier() ) / ( 13 - this.AIDifficulty ) : 1.17 aiTypeFactor = 1 simulateMaxTimeWaveFactor = Mat.One + ( ( this.AIDifficulty * 2 ) / ( ( 14 - this.AIDifficulty ) * 3 ) ) : 1.67 simulateDoubleWaveFactor = 2 simulateDifficultySpecificWaveSizeMultiplier = 2.25 humanHomeworldCountMultiplier = Mat.One + (FInt)( humanHomeworldCount - 1 ) = 1 numberOfShips (before applying cap-scale) = ( (FInt)effectiveAIPForCPAPurposes * difficultyFactor * aiTypeFactor * simulateMaxTimeWaveFactor * simulateDoubleWaveFactor * simulateDifficultySpecificWaveSizeMultiplier * humanHomeworldCountMultiplier ).IntValue = 1504 numberOfShips (after applying cap-scale) = 752 7/26/2014 6:30:15 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:16:32 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 241814 effectiveMetalForSalvageWave = floor(AISalvage) = 241814 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 295.18 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:30:32 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:16:49 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 688521 effectiveMetalForSalvageWave = floor(AISalvage) = 688521 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 840.48 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:36:42 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 3:19:26 normalWaveStrength:366 AccumulatedStrengthForNextWave:366.04 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 Because Diff >= 7 and entry_points = 6, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 361.06 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 366 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.36 7/26/2014 6:36:42 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:19:26 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 366.04 = FleetShipBudget for this wave's fleet ships = 366.04 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 VorticularCutlass @ 1.09 each = 1.09 2 BulletproofFighter @ 2.18 each = 4.36 1 Raider @ 1.6 each = 1.6 1 ShieldBearer @ 8 each = 8 1 DeflectorDrone @ 0.98 each = 0.98 1 SpireMiniRam @ 9.6 each = 9.6 1 SpireTractorPlatform @ 38.4 each = 38.4 1 MissileShip @ 1.67 each = 1.67 1 SentinelFrigate @ 10.11 each = 10.11 2 MicroFighter @ 1.33 each = 2.67 1 YounglingCommando @ 1.33 each = 1.33 1 SpireTeleportingLeech @ 4 each = 4 1 TeleportBattleStation @ 8 each = 8 1 TackleDroneLauncher @ 36 each = 36 1 InfiltratorII @ 2.4 each = 2.4 2 TeleportRaiderII @ 2.4 each = 4.8 1 TeleportBattleStationII @ 16 each = 16 1 ZenithSiegeEngineII @ 24 each = 24 1 SpireRailclusterII @ 76.8 each = 76.8 2 BomberII @ 5 each = 10 1 RaiderII @ 3.2 each = 3.2 1 SaboteurII @ 9.6 each = 9.6 1 SpireGravityDrainII @ 8 each = 8 1 SniperII @ 19.2 each = 19.2 1 YounglingShrikeII @ 2.67 each = 2.67 1 BulletproofFighterII @ 4.36 each = 4.36 1 NeinzulRailpodII @ 2 each = 2 1 YounglingVultureII @ 2.67 each = 2.67 1 RaptorII @ 8 each = 8 1 LazerGatlingII @ 1.41 each = 1.41 1 YounglingNanoswarmII @ 2.67 each = 2.67 1 EtherJetII @ 2.67 each = 2.67 1 YounglingTigerII @ 2.67 each = 2.67 1 MLRSII @ 5.05 each = 5.05 1 NeinzulScapegoatII @ 4 each = 4 1 TackleDroneLauncherII @ 72 each = 72 = After picking fleet ships, FleetShipBudget is now -45.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 30.74 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -65.26 == Wave total ships: 41 TypesForDirectAdd count by type: VorticularCutlass : 1 BulletproofFighter : 2 Raider : 1 ShieldBearer : 1 DeflectorDrone : 1 SpireMiniRam : 1 SpireTractorPlatform : 1 MissileShip : 1 SentinelFrigate : 1 MicroFighter : 2 YounglingCommando : 1 SpireTeleportingLeech : 1 TeleportBattleStation : 1 TackleDroneLauncher : 1 InfiltratorII : 1 TeleportRaiderII : 2 TeleportBattleStationII : 1 ZenithSiegeEngineII : 1 SpireRailclusterII : 1 BomberII : 2 RaiderII : 1 SaboteurII : 1 SpireGravityDrainII : 1 SniperII : 1 YounglingShrikeII : 1 BulletproofFighterII : 1 NeinzulRailpodII : 1 YounglingVultureII : 1 RaptorII : 1 LazerGatlingII : 1 YounglingNanoswarmII : 1 EtherJetII : 1 YounglingTigerII : 1 MLRSII : 1 NeinzulScapegoatII : 1 TackleDroneLauncherII : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 512.29 7/26/2014 6:37:28 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:19:33 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 278397 effectiveMetalForSalvageWave = floor(AISalvage) = 278397 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 339.84 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:38:11 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:19:50 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 781217 effectiveMetalForSalvageWave = floor(AISalvage) = 781217 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 953.63 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 953.63 7/26/2014 6:38:11 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:19:50 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 953.63 = FleetShipBudget for this wave's fleet ships = 953.63 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 9 EyeBot @ 4 each = 36 6 Infiltrator @ 1.2 each = 7.2 12 SpireMiniRam @ 9.6 each = 115.2 9 Bomber @ 2.5 each = 22.5 10 MissileShip @ 1.67 each = 16.67 12 Fighter @ 1.67 each = 20 5 ZenithBeamFrigate @ 4 each = 20 4 VorticularCutlass @ 1.09 each = 4.36 20 SpireMiniRamII @ 19.2 each = 383.98 16 VorticularCutlassII @ 2.18 each = 34.91 14 InfiltratorII @ 2.4 each = 33.59 9 FighterII @ 3.33 each = 30 6 MissileShipII @ 3.33 each = 20 9 BomberII @ 5 each = 45.01 12 EyeBotII @ 8 each = 96 9 ZenithBeamFrigateII @ 8 each = 72 = After picking fleet ships, FleetShipBudget is now -3.78 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 80.09 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -15.91 == Wave total ships: 163 TypesForDirectAdd count by type: EyeBot : 9 Infiltrator : 6 SpireMiniRam : 12 Bomber : 9 MissileShip : 10 Fighter : 12 ZenithBeamFrigate : 5 VorticularCutlass : 4 SpireMiniRamII : 20 VorticularCutlassII : 16 InfiltratorII : 14 FighterII : 9 MissileShipII : 6 BomberII : 9 EyeBotII : 12 ZenithBeamFrigateII : 9 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1057.24 7/26/2014 6:43:46 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:22:34 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 281106 effectiveMetalForSalvageWave = floor(AISalvage) = 281106 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 343.15 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:44:03 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:22:51 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 165452 effectiveMetalForSalvageWave = floor(AISalvage) = 165452 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 201.97 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:47:15 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:25:35 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 325172 effectiveMetalForSalvageWave = floor(AISalvage) = 325172 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 396.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:47:32 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:25:52 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 207241 effectiveMetalForSalvageWave = floor(AISalvage) = 207241 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 252.98 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:51:16 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:28:36 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 415465 effectiveMetalForSalvageWave = floor(AISalvage) = 415465 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 507.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:51:41 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:28:53 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 208793 effectiveMetalForSalvageWave = floor(AISalvage) = 208793 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 254.87 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:53:40 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 3:30:48 normalWaveStrength:463.67 AccumulatedStrengthForNextWave:463.87 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 Because Diff >= 7 and entry_points = 6, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 451.33 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 463.67 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.45 7/26/2014 6:53:40 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:30:48 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 463.87 = FleetShipBudget for this wave's fleet ships = 463.87 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: Bomber ** Picked 43 Bomber @ 2.5 each = 107.52 62 BomberII @ 5 each = 310.08 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 1 Fighter @ 1.67 each = 1.67 1 MissileShip @ 1.67 each = 1.67 1 SpireMiniRam @ 9.6 each = 9.6 3 FighterII @ 3.33 each = 10 1 BomberII @ 5 each = 5 1 EyeBotII @ 8 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 = After picking fleet ships, FleetShipBudget is now -8.86 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 38.96 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -57.04 == Wave total ships: 115 TypesForDirectAdd count by type: Bomber : 43 BomberII : 63 Fighter : 1 MissileShip : 1 SpireMiniRam : 1 FighterII : 3 EyeBotII : 1 SpireMiniRamII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 486.8 7/26/2014 6:54:30 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:31:37 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 433202 effectiveMetalForSalvageWave = floor(AISalvage) = 433202 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 528.81 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:54:47 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:31:54 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 295510 effectiveMetalForSalvageWave = floor(AISalvage) = 295510 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 360.73 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:57:36 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:34:38 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 433202 effectiveMetalForSalvageWave = floor(AISalvage) = 433202 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 528.81 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:57:54 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:34:55 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 391015 effectiveMetalForSalvageWave = floor(AISalvage) = 391015 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 477.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 6:59:36 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 3:36:28 normalWaveStrength:366 AccumulatedStrengthForNextWave:366.03 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 Because Diff >= 7 and entry_points = 6, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 361.06 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 366 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.36 7/26/2014 6:59:36 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:36:28 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 366.03 = FleetShipBudget for this wave's fleet ships = 366.03 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 SpacePlane @ 1.12 each = 1.12 1 Raider @ 1.6 each = 1.6 1 MLRS @ 2.53 each = 2.53 1 Sniper @ 9.6 each = 9.6 1 YounglingNanoswarm @ 1.33 each = 1.33 1 ZenithChameleon @ 2 each = 2 1 AntiArmorShip @ 1.6 each = 1.6 1 SpaceTank @ 2 each = 2 1 SpireBladeSpawner @ 57.6 each = 57.6 1 ZenithMirror @ 2 each = 2 1 ZenithSiegeEngine @ 12 each = 12 2 YounglingNanoswarmII @ 2.67 each = 5.33 2 NeinzulRailpodII @ 2 each = 4 1 SpireGravityDrainII @ 8 each = 8 1 BulletproofFighterII @ 4.36 each = 4.36 1 ZenithMedicFrigateII @ 48 each = 48 1 ZenithAutoBombII @ 4 each = 4 1 SaboteurII @ 9.6 each = 9.6 1 SpireStealthBattleshipII @ 76.8 each = 76.8 2 SpaceTankII @ 4 each = 8 2 AntiArmorShipII @ 3.2 each = 6.4 1 SpireMiniRamII @ 19.2 each = 19.2 1 EtherJetII @ 2.67 each = 2.67 1 SpacePlaneII @ 2.23 each = 2.23 1 ShieldBoosterII @ 20.21 each = 20.21 2 BomberII @ 5 each = 10 1 MunitionsBoosterII @ 20.21 each = 20.21 1 SpireArmorRotterII @ 8 each = 8 1 NeinzulScapegoatII @ 4 each = 4 1 VampireClawII @ 6.86 each = 6.86 1 SpiderII @ 4 each = 4 1 AutocannonMinipodII @ 1.96 each = 1.96 1 YounglingTigerII @ 2.67 each = 2.67 = After picking fleet ships, FleetShipBudget is now -3.84 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 30.74 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -65.26 == Wave total ships: 39 TypesForDirectAdd count by type: SpacePlane : 1 Raider : 1 MLRS : 1 Sniper : 1 YounglingNanoswarm : 1 ZenithChameleon : 1 AntiArmorShip : 1 SpaceTank : 1 SpireBladeSpawner : 1 ZenithMirror : 1 ZenithSiegeEngine : 1 YounglingNanoswarmII : 2 NeinzulRailpodII : 2 SpireGravityDrainII : 1 BulletproofFighterII : 1 ZenithMedicFrigateII : 1 ZenithAutoBombII : 1 SaboteurII : 1 SpireStealthBattleshipII : 1 SpaceTankII : 2 AntiArmorShipII : 2 SpireMiniRamII : 1 EtherJetII : 1 SpacePlaneII : 1 ShieldBoosterII : 1 BomberII : 2 MunitionsBoosterII : 1 SpireArmorRotterII : 1 NeinzulScapegoatII : 1 VampireClawII : 1 SpiderII : 1 AutocannonMinipodII : 1 YounglingTigerII : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 468.54 7/26/2014 7:00:47 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:37:39 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 433202 effectiveMetalForSalvageWave = floor(AISalvage) = 433202 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 528.81 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 7:01:04 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:37:56 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 487904 effectiveMetalForSalvageWave = floor(AISalvage) = 487904 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 595.59 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 7:05:22 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:40:40 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 489074 effectiveMetalForSalvageWave = floor(AISalvage) = 489074 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 597.01 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 7:05:39 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:40:57 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 508329 effectiveMetalForSalvageWave = floor(AISalvage) = 508329 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 620.52 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 7:09:57 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:43:41 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 511561 effectiveMetalForSalvageWave = floor(AISalvage) = 511561 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 624.46 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 7:10:14 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:43:58 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 534617 effectiveMetalForSalvageWave = floor(AISalvage) = 534617 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 652.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 7:13:27 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:46:42 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 611813 effectiveMetalForSalvageWave = floor(AISalvage) = 611813 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 746.84 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 746.84 7/26/2014 7:13:27 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:46:42 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 746.84 = FleetShipBudget for this wave's fleet ships = 746.84 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 95 ZenithMirror @ 2 each = 190 ** Picked 140 ZenithMirrorII @ 4 each = 560 = After picking fleet ships, FleetShipBudget is now -3.16 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 62.72 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -33.28 == Wave total ships: 236 TypesForDirectAdd count by type: ZenithMirror : 95 ZenithMirrorII : 140 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 846 7/26/2014 7:13:44 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:46:59 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 534617 effectiveMetalForSalvageWave = floor(AISalvage) = 534617 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 652.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 7:14:28 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 3:47:43 normalWaveStrength:454.41 AccumulatedStrengthForNextWave:454.47 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 Because Diff >= 7 and entry_points = 6, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 451.33 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 454.41 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.45 7/26/2014 7:14:28 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:47:43 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 454.47 = FleetShipBudget for this wave's fleet ships = 454.47 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 29 ZenithBeamFrigate @ 4 each = 116 ** Picked 43 ZenithBeamFrigateII @ 8 each = 344 = After picking fleet ships, FleetShipBudget is now -5.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 38.17 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -57.83 == Wave total ships: 73 TypesForDirectAdd count by type: ZenithBeamFrigate : 29 ZenithBeamFrigateII : 43 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 556 7/26/2014 7:16:29 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:49:44 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 103908 effectiveMetalForSalvageWave = floor(AISalvage) = 103908 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 126.84 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 7:16:45 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:50:00 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 534617 effectiveMetalForSalvageWave = floor(AISalvage) = 534617 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 652.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 7:19:31 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:52:45 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 264671 effectiveMetalForSalvageWave = floor(AISalvage) = 264671 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 323.08 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 7:19:47 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:53:01 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 534617 effectiveMetalForSalvageWave = floor(AISalvage) = 534617 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 652.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/26/2014 7:20:23 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 3:53:37 normalWaveStrength:368.47 AccumulatedStrengthForNextWave:368.54 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 Because Diff >= 7 and entry_points = 6, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 361.06 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 368.47 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.36 7/26/2014 7:20:23 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:53:37 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 368.54 = FleetShipBudget for this wave's fleet ships = 368.54 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 Raptor @ 4 each = 4 1 ZenithBombardment @ 12 each = 12 2 SpireRailcluster @ 38.4 each = 76.8 1 VampireClaw @ 3.43 each = 3.43 1 YounglingCommando @ 1.33 each = 1.33 1 SpireArmorRotter @ 4 each = 4 1 ZenithReprocessor @ 24 each = 24 1 TeleportBattleStationII @ 16 each = 16 1 SpaceTankII @ 4 each = 4 1 ZenithBombardmentII @ 24 each = 24 2 ParasiteII @ 8 each = 16 1 ZenithReprocessorII @ 48 each = 48 1 ZenithSiegeEngineII @ 24 each = 24 2 AutocannonMinipodII @ 1.96 each = 3.92 2 SpireGravityRipperII @ 8 each = 16 1 NeinzulRailpodII @ 2 each = 2 1 GrenadeLauncherII @ 4 each = 4 1 FighterII @ 3.33 each = 3.33 1 ZenithViralShredderII @ 4 each = 4 1 ElectricShuttleII @ 16 each = 16 1 ZenithBeamFrigateII @ 8 each = 8 1 SpireRailclusterII @ 76.8 each = 76.8 = After picking fleet ships, FleetShipBudget is now -23.07 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 30.95 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -65.05 == Wave total ships: 27 TypesForDirectAdd count by type: Raptor : 1 ZenithBombardment : 1 SpireRailcluster : 2 VampireClaw : 1 YounglingCommando : 1 SpireArmorRotter : 1 ZenithReprocessor : 1 TeleportBattleStationII : 1 SpaceTankII : 1 ZenithBombardmentII : 1 ParasiteII : 2 ZenithReprocessorII : 1 ZenithSiegeEngineII : 1 AutocannonMinipodII : 2 SpireGravityRipperII : 2 NeinzulRailpodII : 1 GrenadeLauncherII : 1 FighterII : 1 ZenithViralShredderII : 1 ElectricShuttleII : 1 ZenithBeamFrigateII : 1 SpireRailclusterII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 488.95 7/28/2014 6:36:10 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:55:46 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 316971 effectiveMetalForSalvageWave = floor(AISalvage) = 316971 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 386.93 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 6:36:56 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:56:02 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 564728 effectiveMetalForSalvageWave = floor(AISalvage) = 564728 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 689.37 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 6:41:55 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:58:47 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 352146 effectiveMetalForSalvageWave = floor(AISalvage) = 352146 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 429.87 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 6:42:20 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:59:03 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 592257 effectiveMetalForSalvageWave = floor(AISalvage) = 592257 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 722.97 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 6:46:33 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:01:48 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 442606 effectiveMetalForSalvageWave = floor(AISalvage) = 442606 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 540.29 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 6:46:49 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:02:04 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 592257 effectiveMetalForSalvageWave = floor(AISalvage) = 592257 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 722.97 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 6:49:34 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:04:49 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 528216 effectiveMetalForSalvageWave = floor(AISalvage) = 528216 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 644.79 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 6:49:51 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:05:05 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 592257 effectiveMetalForSalvageWave = floor(AISalvage) = 592257 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 722.97 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 6:50:29 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 4:05:43 normalWaveStrength:510.69 AccumulatedStrengthForNextWave:511.08 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 Because Diff >= 7 and entry_points = 6, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 503.81 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 510.69 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.5 7/28/2014 6:50:29 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:05:43 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 511.08 = FleetShipBudget for this wave's fleet ships = 511.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 4 Fighter @ 1.67 each = 6.67 5 MissileShip @ 1.67 each = 8.33 5 SpireMiniRam @ 9.6 each = 48 1 VorticularCutlass @ 1.09 each = 1.09 1 EyeBot @ 4 each = 4 3 Bomber @ 2.5 each = 7.5 2 ZenithBeamFrigate @ 4 each = 8 1 Infiltrator @ 1.2 each = 1.2 8 InfiltratorII @ 2.4 each = 19.2 8 SpireMiniRamII @ 19.2 each = 153.59 10 BomberII @ 5 each = 50.01 6 EyeBotII @ 8 each = 48 9 ZenithBeamFrigateII @ 8 each = 72 8 FighterII @ 3.33 each = 26.67 13 MissileShipII @ 3.33 each = 43.33 9 VorticularCutlassII @ 2.18 each = 19.63 = After picking fleet ships, FleetShipBudget is now -6.14 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 42.92 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -53.08 == Wave total ships: 94 TypesForDirectAdd count by type: Fighter : 4 MissileShip : 5 SpireMiniRam : 5 VorticularCutlass : 1 EyeBot : 1 Bomber : 3 ZenithBeamFrigate : 2 Infiltrator : 1 InfiltratorII : 8 SpireMiniRamII : 8 BomberII : 10 EyeBotII : 6 ZenithBeamFrigateII : 9 FighterII : 8 MissileShipII : 13 VorticularCutlassII : 9 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 618.71 7/28/2014 6:53:31 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:07:50 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 617817 effectiveMetalForSalvageWave = floor(AISalvage) = 617817 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 754.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 6:53:59 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:08:06 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 592257 effectiveMetalForSalvageWave = floor(AISalvage) = 592257 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 722.97 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 6:57:28 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:10:51 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 669889 effectiveMetalForSalvageWave = floor(AISalvage) = 669889 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 817.74 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 817.74 7/28/2014 6:57:28 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:10:51 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 817.74 = FleetShipBudget for this wave's fleet ships = 817.74 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 2 ArmorShip @ 2.18 each = 4.36 3 TeleportRaider @ 1.2 each = 3.6 1 AutocannonMinipod @ 0.98 each = 0.98 2 ZenithChameleon @ 2 each = 4 1 AntiArmorShip @ 1.6 each = 1.6 1 ImpulseReactionEmitter @ 2 each = 2 1 EyeBot @ 4 each = 4 1 YounglingWeasel @ 1.33 each = 1.33 1 VampireClaw @ 3.43 each = 3.43 2 Spider @ 2 each = 4 1 ZenithAutoBomb @ 2 each = 2 1 ZenithViralShredder @ 2 each = 2 1 Infiltrator @ 1.2 each = 1.2 1 ZenithBeamFrigate @ 4 each = 4 3 YounglingShrike @ 1.33 each = 4 1 LazerGatling @ 0.71 each = 0.71 1 NeinzulScapegoat @ 4 each = 4 1 EtherJet @ 1.33 each = 1.33 1 DeflectorDrone @ 0.98 each = 0.98 1 ZenithReprocessor @ 24 each = 24 1 SpireArmorRotter @ 4 each = 4 1 ZenithMedicFrigate @ 24 each = 24 1 ZenithMirror @ 2 each = 2 1 ZenithSiegeEngine @ 12 each = 12 1 TeleportBattleStation @ 8 each = 8 1 GrenadeLauncher @ 2 each = 2 1 YounglingFirefly @ 1.33 each = 1.33 1 MunitionsBooster @ 10.11 each = 10.11 1 TeleportRaiderII @ 2.4 each = 2.4 1 ShieldBoosterII @ 20.21 each = 20.21 1 MunitionsBoosterII @ 20.21 each = 20.21 1 DeflectorDroneII @ 1.96 each = 1.96 1 MicroFighterII @ 2.67 each = 2.67 1 SaboteurII @ 9.6 each = 9.6 1 SpireArmorRotterII @ 8 each = 8 1 RaptorII @ 8 each = 8 3 SpireStealthBattleshipII @ 76.8 each = 230.4 1 SentinelFrigateII @ 20.21 each = 20.21 1 ZenithParalyzerII @ 4 each = 4 1 AntiArmorShipII @ 3.2 each = 3.2 2 ZenithBeamFrigateII @ 8 each = 16 1 TeleportBattleStationII @ 16 each = 16 1 EyeBotII @ 8 each = 8 1 YounglingFireflyII @ 2.67 each = 2.67 1 YounglingCommandoII @ 2.67 each = 2.67 1 ZenithMirrorII @ 4 each = 4 1 BulletproofFighterII @ 4.36 each = 4.36 1 SpireMiniRamII @ 19.2 each = 19.2 1 SpiderII @ 4 each = 4 1 VorticularCutlassII @ 2.18 each = 2.18 1 SpacePlaneII @ 2.23 each = 2.23 1 SpireRailclusterII @ 76.8 each = 76.8 1 TackleDroneLauncherII @ 72 each = 72 1 SpireBladeSpawnerII @ 115.2 each = 115.2 1 YounglingVultureII @ 2.67 each = 2.67 1 SpireTeleportingLeechII @ 8 each = 8 = After picking fleet ships, FleetShipBudget is now -6.05 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 68.68 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -27.32 == Wave total ships: 67 TypesForDirectAdd count by type: ArmorShip : 2 TeleportRaider : 3 AutocannonMinipod : 1 ZenithChameleon : 2 AntiArmorShip : 1 ImpulseReactionEmitter : 1 EyeBot : 1 YounglingWeasel : 1 VampireClaw : 1 Spider : 2 ZenithAutoBomb : 1 ZenithViralShredder : 1 Infiltrator : 1 ZenithBeamFrigate : 1 YounglingShrike : 3 LazerGatling : 1 NeinzulScapegoat : 1 EtherJet : 1 DeflectorDrone : 1 ZenithReprocessor : 1 SpireArmorRotter : 1 ZenithMedicFrigate : 1 ZenithMirror : 1 ZenithSiegeEngine : 1 TeleportBattleStation : 1 GrenadeLauncher : 1 YounglingFirefly : 1 MunitionsBooster : 1 TeleportRaiderII : 1 ShieldBoosterII : 1 MunitionsBoosterII : 1 DeflectorDroneII : 1 MicroFighterII : 1 SaboteurII : 1 SpireArmorRotterII : 1 RaptorII : 1 SpireStealthBattleshipII : 3 SentinelFrigateII : 1 ZenithParalyzerII : 1 AntiArmorShipII : 1 ZenithBeamFrigateII : 2 TeleportBattleStationII : 1 EyeBotII : 1 YounglingFireflyII : 1 YounglingCommandoII : 1 ZenithMirrorII : 1 BulletproofFighterII : 1 SpireMiniRamII : 1 SpiderII : 1 VorticularCutlassII : 1 SpacePlaneII : 1 SpireRailclusterII : 1 TackleDroneLauncherII : 1 SpireBladeSpawnerII : 1 YounglingVultureII : 1 SpireTeleportingLeechII : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 927.12 7/28/2014 6:57:44 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:11:07 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 592257 effectiveMetalForSalvageWave = floor(AISalvage) = 592257 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 722.97 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 6:58:26 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 4:11:48 normalWaveStrength:427.84 AccumulatedStrengthForNextWave:428.07 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 Because Diff >= 7 and entry_points = 6, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 403.05 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 427.84 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.4 7/28/2014 6:58:26 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:11:48 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 428.07 = FleetShipBudget for this wave's fleet ships = 428.07 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 SpireArmorRotter @ 4 each = 4 1 ZenithPolarizer @ 2 each = 2 1 NeinzulScapegoat @ 4 each = 4 1 Parasite @ 4 each = 4 1 VampireClaw @ 3.43 each = 3.43 1 Bomber @ 2.5 each = 2.5 2 BulletproofFighter @ 2.18 each = 4.36 1 MissileShip @ 1.67 each = 1.67 1 ZenithAutoBomb @ 2 each = 2 1 EtherJet @ 1.33 each = 1.33 1 SpireMiniRam @ 9.6 each = 9.6 1 Raptor @ 4 each = 4 1 ZenithParalyzer @ 2 each = 2 1 SpireGravityRipper @ 4 each = 4 1 ZenithHydra @ 6 each = 6 1 Raider @ 1.6 each = 1.6 1 ZenithMirror @ 2 each = 2 1 AcidSprayer @ 2 each = 2 1 EyeBot @ 4 each = 4 1 DeflectorDrone @ 0.98 each = 0.98 1 ZenithReprocessor @ 24 each = 24 1 SniperII @ 19.2 each = 19.2 2 ZenithPolarizerII @ 4 each = 8 2 ShieldBoosterII @ 20.21 each = 40.42 1 EtherJetII @ 2.67 each = 2.67 1 ZenithMedicFrigateII @ 48 each = 48 2 TeleportBattleStationII @ 16 each = 32 2 YounglingNanoswarmII @ 2.67 each = 5.33 1 ElectricShuttleII @ 16 each = 16 1 ZenithElectricBomberII @ 20.21 each = 20.21 1 LazerGatlingII @ 1.41 each = 1.41 1 MissileShipII @ 3.33 each = 3.33 1 ZenithReprocessorII @ 48 each = 48 1 AutocannonMinipodII @ 1.96 each = 1.96 2 SentinelFrigateII @ 20.21 each = 40.42 1 MLRSII @ 5.05 each = 5.05 1 SpaceTankII @ 4 each = 4 1 AcidSprayerII @ 4 each = 4 1 ZenithAutoBombII @ 4 each = 4 1 ZenithHydraII @ 12 each = 12 2 MicroFighterII @ 2.67 each = 5.33 2 DeflectorDroneII @ 1.96 each = 3.92 1 ShieldBearerII @ 16 each = 16 = After picking fleet ships, FleetShipBudget is now -2.66 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 35.95 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -60.05 == Wave total ships: 52 TypesForDirectAdd count by type: SpireArmorRotter : 1 ZenithPolarizer : 1 NeinzulScapegoat : 1 Parasite : 1 VampireClaw : 1 Bomber : 1 BulletproofFighter : 2 MissileShip : 1 ZenithAutoBomb : 1 EtherJet : 1 SpireMiniRam : 1 Raptor : 1 ZenithParalyzer : 1 SpireGravityRipper : 1 ZenithHydra : 1 Raider : 1 ZenithMirror : 1 AcidSprayer : 1 EyeBot : 1 DeflectorDrone : 1 ZenithReprocessor : 1 SniperII : 1 ZenithPolarizerII : 2 ShieldBoosterII : 2 EtherJetII : 1 ZenithMedicFrigateII : 1 TeleportBattleStationII : 2 YounglingNanoswarmII : 2 ElectricShuttleII : 1 ZenithElectricBomberII : 1 LazerGatlingII : 1 MissileShipII : 1 ZenithReprocessorII : 1 AutocannonMinipodII : 1 SentinelFrigateII : 2 MLRSII : 1 SpaceTankII : 1 AcidSprayerII : 1 ZenithAutoBombII : 1 ZenithHydraII : 1 MicroFighterII : 2 DeflectorDroneII : 2 ShieldBearerII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 529.89 7/28/2014 7:00:30 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:13:52 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 133153 effectiveMetalForSalvageWave = floor(AISalvage) = 133153 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 162.54 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:00:46 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:14:08 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 592257 effectiveMetalForSalvageWave = floor(AISalvage) = 592257 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 722.97 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:05:18 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:16:53 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 251045 effectiveMetalForSalvageWave = floor(AISalvage) = 251045 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 306.45 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:05:34 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:17:09 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 592257 effectiveMetalForSalvageWave = floor(AISalvage) = 592257 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 722.97 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:15:58 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:19:54 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 254773 effectiveMetalForSalvageWave = floor(AISalvage) = 254773 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 311 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:16:14 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:20:10 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 973673 effectiveMetalForSalvageWave = floor(AISalvage) = 973673 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1188.57 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1188.57 7/28/2014 7:16:14 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:20:10 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1188.57 = FleetShipBudget for this wave's fleet ships = 1188.57 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 17 SpireMiniRam @ 9.6 each = 163.19 7 MissileShip @ 1.67 each = 11.67 9 VorticularCutlass @ 1.09 each = 9.82 9 Fighter @ 1.67 each = 15 8 Infiltrator @ 1.2 each = 9.6 14 Bomber @ 2.5 each = 35.01 9 ZenithBeamFrigate @ 4 each = 36 6 EyeBot @ 4 each = 24 25 BomberII @ 5 each = 125.03 26 MissileShipII @ 3.33 each = 86.66 22 FighterII @ 3.33 each = 73.33 23 VorticularCutlassII @ 2.18 each = 50.18 19 InfiltratorII @ 2.4 each = 45.59 16 ZenithBeamFrigateII @ 8 each = 128 14 EyeBotII @ 8 each = 112 14 SpireMiniRamII @ 19.2 each = 268.79 = After picking fleet ships, FleetShipBudget is now -5.3 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 99.82 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 2 Dreadnought @ 96 each = 192 = After picking starships, StarshipBudget is now -92.18 == Wave total ships: 240 TypesForDirectAdd count by type: SpireMiniRam : 17 MissileShip : 7 VorticularCutlass : 9 Fighter : 9 Infiltrator : 8 Bomber : 14 ZenithBeamFrigate : 9 EyeBot : 6 BomberII : 25 MissileShipII : 26 FighterII : 22 VorticularCutlassII : 23 InfiltratorII : 19 ZenithBeamFrigateII : 16 EyeBotII : 14 SpireMiniRamII : 14 Dreadnought : 2 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1391.16 7/28/2014 7:20:12 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 4:21:44 normalWaveStrength:472.92 AccumulatedStrengthForNextWave:473.09 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 Because Diff >= 7 and entry_points = 7, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 451.33 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 472.92 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.45 7/28/2014 7:20:12 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:21:44 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 473.09 = FleetShipBudget for this wave's fleet ships = 473.09 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 4 Bomber @ 2.5 each = 10 4 VorticularCutlass @ 1.09 each = 4.36 3 Infiltrator @ 1.2 each = 3.6 7 SpireMiniRam @ 9.6 each = 67.2 2 Fighter @ 1.67 each = 3.33 5 ZenithBeamFrigate @ 4 each = 20 2 MissileShip @ 1.67 each = 3.33 2 EyeBot @ 4 each = 8 7 InfiltratorII @ 2.4 each = 16.8 8 BomberII @ 5 each = 40.01 7 SpireMiniRamII @ 19.2 each = 134.39 5 FighterII @ 3.33 each = 16.67 11 ZenithBeamFrigateII @ 8 each = 88 4 VorticularCutlassII @ 2.18 each = 8.73 4 MissileShipII @ 3.33 each = 13.33 5 EyeBotII @ 8 each = 40 = After picking fleet ships, FleetShipBudget is now -4.66 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 39.73 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -56.27 == Wave total ships: 81 TypesForDirectAdd count by type: Bomber : 4 VorticularCutlass : 4 Infiltrator : 3 SpireMiniRam : 7 Fighter : 2 ZenithBeamFrigate : 5 MissileShip : 2 EyeBot : 2 InfiltratorII : 7 BomberII : 8 SpireMiniRamII : 7 FighterII : 5 ZenithBeamFrigateII : 11 VorticularCutlassII : 4 MissileShipII : 4 EyeBotII : 5 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 571.08 7/28/2014 7:21:23 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:22:55 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 283072 effectiveMetalForSalvageWave = floor(AISalvage) = 283072 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 345.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:21:39 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:23:11 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 26469 effectiveMetalForSalvageWave = floor(AISalvage) = 26469 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 32.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:25:47 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:25:56 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 283072 effectiveMetalForSalvageWave = floor(AISalvage) = 283072 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 345.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:26:03 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:26:12 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 26469 effectiveMetalForSalvageWave = floor(AISalvage) = 26469 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 32.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:26:27 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 4:26:36 normalWaveStrength:334.35 AccumulatedStrengthForNextWave:334.49 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 Because Diff >= 7 and entry_points = 7, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 319.08 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 334.35 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.32 7/28/2014 7:26:27 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:26:36 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 152 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 334.49 = FleetShipBudget for this wave's fleet ships = 334.49 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.66 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 86 YounglingTiger @ 1.33 each = 114.66 ** Picked 83 YounglingTigerII @ 2.67 each = 221.32 = After picking fleet ships, FleetShipBudget is now -1.49 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 28.09 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -67.91 == Wave total ships: 170 TypesForDirectAdd count by type: YounglingTiger : 86 YounglingTigerII : 83 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 600 7/28/2014 7:30:00 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:28:57 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 283072 effectiveMetalForSalvageWave = floor(AISalvage) = 283072 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 345.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 132 FleetShipBudget *= player.GetHandicapMultiplier() = 132 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 153.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 153.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 346.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:30:16 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:29:13 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 26469 effectiveMetalForSalvageWave = floor(AISalvage) = 26469 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 32.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 132 FleetShipBudget *= player.GetHandicapMultiplier() = 132 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 153.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 192.47 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 433.06 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:33:17 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:31:58 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 283072 effectiveMetalForSalvageWave = floor(AISalvage) = 283072 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 345.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 132 FleetShipBudget *= player.GetHandicapMultiplier() = 132 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 153.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 153.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 346.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:33:33 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:32:14 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 26469 effectiveMetalForSalvageWave = floor(AISalvage) = 26469 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 32.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 132 FleetShipBudget *= player.GetHandicapMultiplier() = 132 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 153.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 192.47 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 433.06 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:36:52 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:34:59 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 293631 effectiveMetalForSalvageWave = floor(AISalvage) = 293631 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 358.44 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:37:08 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:35:15 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 26469 effectiveMetalForSalvageWave = floor(AISalvage) = 26469 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 32.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:39:53 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:38:00 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 293631 effectiveMetalForSalvageWave = floor(AISalvage) = 293631 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 358.44 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:40:29 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:38:16 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 26469 effectiveMetalForSalvageWave = floor(AISalvage) = 26469 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 32.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:43:23 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 4:39:28 normalWaveStrength:417.93 AccumulatedStrengthForNextWave:418.15 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 Because Diff >= 7 and entry_points = 6, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 398.85 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 417.93 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.4 7/28/2014 7:43:23 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:39:28 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 152 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 418.15 = FleetShipBudget for this wave's fleet ships = 418.15 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.66 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 5 SpireMiniRam @ 9.6 each = 48 9 Fighter @ 1.67 each = 15 7 Bomber @ 2.5 each = 17.5 5 EyeBot @ 4 each = 20 2 VorticularCutlass @ 1.09 each = 2.18 7 MissileShip @ 1.67 each = 11.67 3 Infiltrator @ 1.2 each = 3.6 6 ZenithBeamFrigate @ 4 each = 24 8 ZenithBeamFrigateII @ 8 each = 64 7 VorticularCutlassII @ 2.18 each = 15.27 13 BomberII @ 5 each = 65.02 6 FighterII @ 3.33 each = 20 5 InfiltratorII @ 2.4 each = 12 2 EyeBotII @ 8 each = 16 4 MissileShipII @ 3.33 each = 13.33 4 SpireMiniRamII @ 19.2 each = 76.8 = After picking fleet ships, FleetShipBudget is now -6.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 35.12 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -60.88 == Wave total ships: 94 TypesForDirectAdd count by type: SpireMiniRam : 5 Fighter : 9 Bomber : 7 EyeBot : 5 VorticularCutlass : 2 MissileShip : 7 Infiltrator : 3 ZenithBeamFrigate : 6 ZenithBeamFrigateII : 8 VorticularCutlassII : 7 BomberII : 13 FighterII : 6 InfiltratorII : 5 EyeBotII : 2 MissileShipII : 4 SpireMiniRamII : 4 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 515.84 7/28/2014 7:45:59 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:41:01 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 293631 effectiveMetalForSalvageWave = floor(AISalvage) = 293631 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 358.44 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:46:53 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:41:17 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 26469 effectiveMetalForSalvageWave = floor(AISalvage) = 26469 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 32.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:49:38 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:44:02 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 293631 effectiveMetalForSalvageWave = floor(AISalvage) = 293631 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 358.44 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:49:54 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:44:18 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 26469 effectiveMetalForSalvageWave = floor(AISalvage) = 26469 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 32.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:50:06 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 4:44:30 normalWaveStrength:327.8 AccumulatedStrengthForNextWave:328.07 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 Because Diff >= 7 and entry_points = 7, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 319.08 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 327.8 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.32 7/28/2014 7:50:06 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:44:30 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 152 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.07 = FleetShipBudget for this wave's fleet ships = 328.07 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.66 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: Bomber, ZenithElectricBomber ** Picked 12 Bomber @ 2.5 each = 30.01 7 ZenithElectricBomber @ 10.11 each = 70.74 8 ZenithElectricBomberII @ 20.21 each = 161.68 8 BomberII @ 5 each = 40.01 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 ShieldBearer @ 8 each = 8 1 ShieldBooster @ 10.11 each = 10.11 1 TackleDroneLauncherII @ 72 each = 72 = After picking fleet ships, FleetShipBudget is now -64.47 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 39 TypesForDirectAdd count by type: Bomber : 12 ZenithElectricBomber : 7 ZenithElectricBomberII : 8 BomberII : 8 ShieldBearer : 1 ShieldBooster : 1 TackleDroneLauncherII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 474.53 7/28/2014 7:52:39 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:47:03 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 293631 effectiveMetalForSalvageWave = floor(AISalvage) = 293631 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 358.44 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:52:55 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:47:19 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 26469 effectiveMetalForSalvageWave = floor(AISalvage) = 26469 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 32.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:56:34 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:50:04 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 293631 effectiveMetalForSalvageWave = floor(AISalvage) = 293631 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 358.44 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 7:56:50 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:50:20 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 26469 effectiveMetalForSalvageWave = floor(AISalvage) = 26469 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 32.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 8:00:14 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:53:05 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 294255 effectiveMetalForSalvageWave = floor(AISalvage) = 294255 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 359.2 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 8:00:30 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:53:21 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 29173 effectiveMetalForSalvageWave = floor(AISalvage) = 29173 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 35.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 8:04:46 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:56:06 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 294255 effectiveMetalForSalvageWave = floor(AISalvage) = 294255 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 359.2 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 8:05:02 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:56:22 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 29173 effectiveMetalForSalvageWave = floor(AISalvage) = 29173 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 35.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 8:05:10 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 4:56:30 normalWaveStrength:404.3 AccumulatedStrengthForNextWave:404.46 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 Because Diff >= 7 and entry_points = 7, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 398.85 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 404.3 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.4 7/28/2014 8:05:10 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:56:30 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 152 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 404.46 = FleetShipBudget for this wave's fleet ships = 404.46 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.66 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 3 Infiltrator @ 1.2 each = 3.6 8 MissileShip @ 1.67 each = 13.33 6 EyeBot @ 4 each = 24 3 VorticularCutlass @ 1.09 each = 3.27 10 Bomber @ 2.5 each = 25 5 SpireMiniRam @ 9.6 each = 48 5 ZenithBeamFrigate @ 4 each = 20 5 Fighter @ 1.67 each = 8.33 4 FighterII @ 3.33 each = 13.33 10 MissileShipII @ 3.33 each = 33.33 4 ZenithBeamFrigateII @ 8 each = 32 4 BomberII @ 5 each = 20 9 InfiltratorII @ 2.4 each = 21.59 4 VorticularCutlassII @ 2.18 each = 8.73 6 SpireMiniRamII @ 19.2 each = 115.2 3 EyeBotII @ 8 each = 24 = After picking fleet ships, FleetShipBudget is now -9.27 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 33.97 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -62.03 == Wave total ships: 90 TypesForDirectAdd count by type: Infiltrator : 3 MissileShip : 8 EyeBot : 6 VorticularCutlass : 3 Bomber : 10 SpireMiniRam : 5 ZenithBeamFrigate : 5 Fighter : 5 FighterII : 4 MissileShipII : 10 ZenithBeamFrigateII : 4 BomberII : 4 InfiltratorII : 9 VorticularCutlassII : 4 SpireMiniRamII : 6 EyeBotII : 3 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 514.39 7/28/2014 8:13:14 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:59:07 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 294255 effectiveMetalForSalvageWave = floor(AISalvage) = 294255 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 359.2 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 8:13:30 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:59:23 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 29173 effectiveMetalForSalvageWave = floor(AISalvage) = 29173 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 35.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 8:17:10 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:02:07 normalWaveStrength:334.35 AccumulatedStrengthForNextWave:334.44 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 Because Diff >= 7 and entry_points = 8, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 319.08 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 334.35 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.32 7/28/2014 8:17:10 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:02:07 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 152 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 334.44 = FleetShipBudget for this wave's fleet ships = 334.44 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.66 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 57 ZenithViralShredder @ 2 each = 114 ** Picked 56 ZenithViralShredderII @ 4 each = 224 = After picking fleet ships, FleetShipBudget is now -3.56 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 28.09 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -67.91 == Wave total ships: 114 TypesForDirectAdd count by type: ZenithViralShredder : 57 ZenithViralShredderII : 56 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 434 7/28/2014 8:17:11 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:02:08 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 294255 effectiveMetalForSalvageWave = floor(AISalvage) = 294255 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 359.2 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 8:17:27 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:02:24 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 73683 effectiveMetalForSalvageWave = floor(AISalvage) = 73683 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 89.95 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 8:20:20 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:05:09 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 294255 effectiveMetalForSalvageWave = floor(AISalvage) = 294255 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 359.2 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 8:20:36 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:05:25 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 92805 effectiveMetalForSalvageWave = floor(AISalvage) = 92805 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.29 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 8:23:53 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:08:10 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 294255 effectiveMetalForSalvageWave = floor(AISalvage) = 294255 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 359.2 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 8:24:09 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:08:26 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 92805 effectiveMetalForSalvageWave = floor(AISalvage) = 92805 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.29 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:02:42 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:11:11 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 319781 effectiveMetalForSalvageWave = floor(AISalvage) = 319781 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 390.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 177.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 398.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:02:58 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:11:27 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 92805 effectiveMetalForSalvageWave = floor(AISalvage) = 92805 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.29 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 152 FleetShipBudget *= player.GetHandicapMultiplier() = 152 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 177.31 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 221.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 498.68 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:07:49 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:14:12 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 319781 effectiveMetalForSalvageWave = floor(AISalvage) = 319781 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 390.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:08:30 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:14:28 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107637 effectiveMetalForSalvageWave = floor(AISalvage) = 107637 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.39 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:11:48 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:15:59 normalWaveStrength:476.01 AccumulatedStrengthForNextWave:476.31 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 Because Diff >= 7 and entry_points = 8, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 451.33 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 476.01 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.45 7/28/2014 9:11:48 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:15:59 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 476.31 = FleetShipBudget for this wave's fleet ships = 476.31 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 2 Fighter @ 1.67 each = 3.33 9 VorticularCutlass @ 1.09 each = 9.82 4 EyeBot @ 4 each = 16 3 ZenithBeamFrigate @ 4 each = 12 7 Infiltrator @ 1.2 each = 8.4 4 Bomber @ 2.5 each = 10 6 SpireMiniRam @ 9.6 each = 57.6 3 MissileShip @ 1.67 each = 5 8 FighterII @ 3.33 each = 26.67 7 ZenithBeamFrigateII @ 8 each = 56 8 BomberII @ 5 each = 40.01 7 EyeBotII @ 8 each = 56 7 MissileShipII @ 3.33 each = 23.33 11 InfiltratorII @ 2.4 each = 26.39 5 VorticularCutlassII @ 2.18 each = 10.91 6 SpireMiniRamII @ 19.2 each = 115.2 = After picking fleet ships, FleetShipBudget is now -0.34 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 40 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -56 == Wave total ships: 98 TypesForDirectAdd count by type: Fighter : 2 VorticularCutlass : 9 EyeBot : 4 ZenithBeamFrigate : 3 Infiltrator : 7 Bomber : 4 SpireMiniRam : 6 MissileShip : 3 FighterII : 8 ZenithBeamFrigateII : 7 BomberII : 8 EyeBotII : 7 MissileShipII : 7 InfiltratorII : 11 VorticularCutlassII : 5 SpireMiniRamII : 6 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 574.31 7/28/2014 9:13:10 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:17:13 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 342436 effectiveMetalForSalvageWave = floor(AISalvage) = 342436 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 418.01 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:13:26 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:17:29 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107637 effectiveMetalForSalvageWave = floor(AISalvage) = 107637 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.39 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:16:31 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:20:14 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 366620 effectiveMetalForSalvageWave = floor(AISalvage) = 366620 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 447.53 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:16:40 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:20:23 normalWaveStrength:368.47 AccumulatedStrengthForNextWave:368.78 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 Because Diff >= 7 and entry_points = 8, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 361.06 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 368.47 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.36 7/28/2014 9:16:40 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:20:23 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 368.78 = FleetShipBudget for this wave's fleet ships = 368.78 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 24 Raptor @ 4 each = 96 ** Picked 35 RaptorII @ 8 each = 280 = After picking fleet ships, FleetShipBudget is now -7.22 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 30.97 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -65.03 == Wave total ships: 60 TypesForDirectAdd count by type: Raptor : 24 RaptorII : 35 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 472 7/28/2014 9:16:47 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:20:30 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107637 effectiveMetalForSalvageWave = floor(AISalvage) = 107637 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.39 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:19:43 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:23:15 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 391944 effectiveMetalForSalvageWave = floor(AISalvage) = 391944 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 478.45 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:20:19 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:23:31 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107637 effectiveMetalForSalvageWave = floor(AISalvage) = 107637 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.39 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:24:13 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:26:16 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 394710 effectiveMetalForSalvageWave = floor(AISalvage) = 394710 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 481.82 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:24:29 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:26:32 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107637 effectiveMetalForSalvageWave = floor(AISalvage) = 107637 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.39 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:31:50 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:29:17 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 437234 effectiveMetalForSalvageWave = floor(AISalvage) = 437234 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 533.73 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:32:21 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:29:33 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107637 effectiveMetalForSalvageWave = floor(AISalvage) = 107637 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.39 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:36:52 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:32:18 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 437695 effectiveMetalForSalvageWave = floor(AISalvage) = 437695 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 534.3 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 200.64 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 451.44 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:37:08 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:32:34 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107637 effectiveMetalForSalvageWave = floor(AISalvage) = 107637 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.39 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:38:29 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:33:15 normalWaveStrength:463.67 AccumulatedStrengthForNextWave:463.87 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 172 FleetShipBudget *= player.GetHandicapMultiplier() = 172 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 200.64 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 250.8 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 564.3 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 451.33 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 463.67 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.45 7/28/2014 9:38:29 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:33:15 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 172 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 463.87 = FleetShipBudget for this wave's fleet ships = 463.87 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.75 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 2 Bomber @ 2.5 each = 5 6 Infiltrator @ 1.2 each = 7.2 9 ZenithBeamFrigate @ 4 each = 36 12 Fighter @ 1.67 each = 20 3 EyeBot @ 4 each = 12 7 VorticularCutlass @ 1.09 each = 7.64 7 MissileShip @ 1.67 each = 11.67 2 SpireMiniRam @ 9.6 each = 19.2 13 FighterII @ 3.33 each = 43.33 10 InfiltratorII @ 2.4 each = 23.99 8 BomberII @ 5 each = 40.01 9 MissileShipII @ 3.33 each = 30 7 ZenithBeamFrigateII @ 8 each = 56 4 SpireMiniRamII @ 19.2 each = 76.8 2 VorticularCutlassII @ 2.18 each = 4.36 9 EyeBotII @ 8 each = 72 = After picking fleet ships, FleetShipBudget is now -1.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 38.96 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -57.04 == Wave total ships: 111 TypesForDirectAdd count by type: Bomber : 2 Infiltrator : 6 ZenithBeamFrigate : 9 Fighter : 12 EyeBot : 3 VorticularCutlass : 7 MissileShip : 7 SpireMiniRam : 2 FighterII : 13 InfiltratorII : 10 BomberII : 8 MissileShipII : 9 ZenithBeamFrigateII : 7 SpireMiniRamII : 4 VorticularCutlassII : 2 EyeBotII : 9 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 573.19 7/28/2014 9:41:40 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:35:19 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 530538 effectiveMetalForSalvageWave = floor(AISalvage) = 530538 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 647.63 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:42:10 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:35:35 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 159432 effectiveMetalForSalvageWave = floor(AISalvage) = 159432 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 194.62 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:48:55 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:38:20 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1609863 effectiveMetalForSalvageWave = floor(AISalvage) = 1609863 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1965.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1965.16 7/28/2014 9:48:55 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:38:20 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1965.16 = FleetShipBudget for this wave's fleet ships = 1965.16 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 2 YounglingNanoswarm @ 1.33 each = 2.67 1 MunitionsBooster @ 10.11 each = 10.11 2 Sniper @ 9.6 each = 19.2 2 ZenithParalyzer @ 2 each = 4 2 Parasite @ 4 each = 8 3 AcidSprayer @ 2 each = 6 1 YounglingFirefly @ 1.33 each = 1.33 3 ArmorShip @ 2.18 each = 6.54 1 ShieldBooster @ 10.11 each = 10.11 1 Fighter @ 1.67 each = 1.67 1 ZenithMedicFrigate @ 24 each = 24 1 TeleportRaider @ 1.2 each = 1.2 2 SpaceTank @ 2 each = 4 1 GrenadeLauncher @ 2 each = 2 1 SpireGravityRipper @ 4 each = 4 3 NeinzulScapegoat @ 4 each = 12 2 ZenithBombardment @ 12 each = 24 1 SpireTeleportingLeech @ 4 each = 4 3 VorticularCutlass @ 1.09 each = 3.27 1 Infiltrator @ 1.2 each = 1.2 1 SpireGravityDrain @ 4 each = 4 3 AutocannonMinipod @ 0.98 each = 2.94 2 ZenithMirror @ 2 each = 4 2 ShieldBearer @ 8 each = 16 2 SpireArmorRotter @ 4 each = 8 1 ZenithElectricBomber @ 10.11 each = 10.11 1 SpacePlane @ 1.12 each = 1.12 1 YounglingWeasel @ 1.33 each = 1.33 2 ImpulseReactionEmitter @ 2 each = 4 1 EtherJet @ 1.33 each = 1.33 2 YounglingTiger @ 1.33 each = 2.67 3 ElectricShuttle @ 8 each = 24 4 Saboteur @ 4.8 each = 19.2 1 ZenithViralShredder @ 2 each = 2 1 VampireClaw @ 3.43 each = 3.43 2 AntiArmorShip @ 1.6 each = 3.2 1 SpireMiniRam @ 9.6 each = 9.6 1 TeleportBattleStation @ 8 each = 8 1 Spider @ 2 each = 2 1 BulletproofFighter @ 2.18 each = 2.18 2 EyeBot @ 4 each = 8 1 YounglingVulture @ 1.33 each = 1.33 1 DeflectorDrone @ 0.98 each = 0.98 1 YounglingCommando @ 1.33 each = 1.33 1 SpireTractorPlatform @ 38.4 each = 38.4 2 EtherJetII @ 2.67 each = 5.33 5 SpiderII @ 4 each = 20 1 MicroFighterII @ 2.67 each = 2.67 7 BomberII @ 5 each = 35.01 3 SpireTractorPlatformII @ 76.8 each = 230.4 3 SpireRailclusterII @ 76.8 each = 230.4 3 ZenithChameleonII @ 4 each = 12 3 ZenithBeamFrigateII @ 8 each = 24 4 SpireGravityDrainII @ 8 each = 32 3 AcidSprayerII @ 4 each = 12 1 ZenithMedicFrigateII @ 48 each = 48 3 InfiltratorII @ 2.4 each = 7.2 2 YounglingCommandoII @ 2.67 each = 5.33 3 YounglingTigerII @ 2.67 each = 8 2 ZenithBombardmentII @ 24 each = 48 2 AutocannonMinipodII @ 1.96 each = 3.92 3 NeinzulScapegoatII @ 4 each = 12 1 TackleDroneLauncherII @ 72 each = 72 2 MissileShipII @ 3.33 each = 6.67 5 SpireGravityRipperII @ 8 each = 40 2 ElectricShuttleII @ 16 each = 32 1 SpacePlaneII @ 2.23 each = 2.23 3 ZenithElectricBomberII @ 20.21 each = 60.63 3 YounglingShrikeII @ 2.67 each = 8 3 AntiArmorShipII @ 3.2 each = 9.6 2 ShieldBearerII @ 16 each = 32 3 BulletproofFighterII @ 4.36 each = 13.09 4 ZenithSiegeEngineII @ 24 each = 96 2 SaboteurII @ 9.6 each = 19.2 3 YounglingNanoswarmII @ 2.67 each = 8 2 ZenithParalyzerII @ 4 each = 8 1 ZenithHydraII @ 12 each = 12 2 LazerGatlingII @ 1.41 each = 2.82 1 RaiderII @ 3.2 each = 3.2 3 ZenithAutoBombII @ 4 each = 12 2 ImpulseReactionEmitterII @ 4 each = 8 1 YounglingVultureII @ 2.67 each = 2.67 1 ArmorShipII @ 4.36 each = 4.36 1 SpireBladeSpawnerII @ 115.2 each = 115.2 2 SentinelFrigateII @ 20.21 each = 40.42 2 GrenadeLauncherII @ 4 each = 8 2 ShieldBoosterII @ 20.21 each = 40.42 1 SpaceTankII @ 4 each = 4 4 ZenithViralShredderII @ 4 each = 16 1 VampireClawII @ 6.86 each = 6.86 1 YounglingFireflyII @ 2.67 each = 2.67 2 SpireStealthBattleshipII @ 76.8 each = 153.6 2 ZenithMirrorII @ 4 each = 8 1 FighterII @ 3.33 each = 3.33 1 SpireArmorRotterII @ 8 each = 8 1 SpireTeleportingLeechII @ 8 each = 8 1 DeflectorDroneII @ 1.96 each = 1.96 1 NeinzulRailpodII @ 2 each = 2 1 RaptorII @ 8 each = 8 1 SniperII @ 19.2 each = 19.2 1 SpireMiniRamII @ 19.2 each = 19.2 = After picking fleet ships, FleetShipBudget is now -16.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 165.04 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 2 LeechStarship @ 96 each = 192 = After picking starships, StarshipBudget is now -26.96 == Wave total ships: 198 TypesForDirectAdd count by type: YounglingNanoswarm : 2 MunitionsBooster : 1 Sniper : 2 ZenithParalyzer : 2 Parasite : 2 AcidSprayer : 3 YounglingFirefly : 1 ArmorShip : 3 ShieldBooster : 1 Fighter : 1 ZenithMedicFrigate : 1 TeleportRaider : 1 SpaceTank : 2 GrenadeLauncher : 1 SpireGravityRipper : 1 NeinzulScapegoat : 3 ZenithBombardment : 2 SpireTeleportingLeech : 1 VorticularCutlass : 3 Infiltrator : 1 SpireGravityDrain : 1 AutocannonMinipod : 3 ZenithMirror : 2 ShieldBearer : 2 SpireArmorRotter : 2 ZenithElectricBomber : 1 SpacePlane : 1 YounglingWeasel : 1 ImpulseReactionEmitter : 2 EtherJet : 1 YounglingTiger : 2 ElectricShuttle : 3 Saboteur : 4 ZenithViralShredder : 1 VampireClaw : 1 AntiArmorShip : 2 SpireMiniRam : 1 TeleportBattleStation : 1 Spider : 1 BulletproofFighter : 1 EyeBot : 2 YounglingVulture : 1 DeflectorDrone : 1 YounglingCommando : 1 SpireTractorPlatform : 1 EtherJetII : 2 SpiderII : 5 MicroFighterII : 1 BomberII : 7 SpireTractorPlatformII : 3 SpireRailclusterII : 3 ZenithChameleonII : 3 ZenithBeamFrigateII : 3 SpireGravityDrainII : 4 AcidSprayerII : 3 ZenithMedicFrigateII : 1 InfiltratorII : 3 YounglingCommandoII : 2 YounglingTigerII : 3 ZenithBombardmentII : 2 AutocannonMinipodII : 2 NeinzulScapegoatII : 3 TackleDroneLauncherII : 1 MissileShipII : 2 SpireGravityRipperII : 5 ElectricShuttleII : 2 SpacePlaneII : 1 ZenithElectricBomberII : 3 YounglingShrikeII : 3 AntiArmorShipII : 3 ShieldBearerII : 2 BulletproofFighterII : 3 ZenithSiegeEngineII : 4 SaboteurII : 2 YounglingNanoswarmII : 3 ZenithParalyzerII : 2 ZenithHydraII : 1 LazerGatlingII : 2 RaiderII : 1 ZenithAutoBombII : 3 ImpulseReactionEmitterII : 2 YounglingVultureII : 1 ArmorShipII : 1 SpireBladeSpawnerII : 1 SentinelFrigateII : 2 GrenadeLauncherII : 2 ShieldBoosterII : 2 SpaceTankII : 1 ZenithViralShredderII : 4 VampireClawII : 1 YounglingFireflyII : 1 SpireStealthBattleshipII : 2 ZenithMirrorII : 2 FighterII : 1 SpireArmorRotterII : 1 SpireTeleportingLeechII : 1 DeflectorDroneII : 1 NeinzulRailpodII : 1 RaptorII : 1 SniperII : 1 SpireMiniRamII : 1 LeechStarship : 2 TypesForCarrierAdd count by type: == For a grand-total Strength value of 2192.01 7/28/2014 9:49:18 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:38:36 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 265488 effectiveMetalForSalvageWave = floor(AISalvage) = 265488 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 324.08 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 9:51:13 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:39:08 normalWaveStrength:414.07 AccumulatedStrengthForNextWave:414.14 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 403.05 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 414.07 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.4 7/28/2014 9:51:13 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:39:08 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 414.14 = FleetShipBudget for this wave's fleet ships = 414.14 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 YounglingCommando @ 1.33 each = 1.33 1 SpaceTank @ 2 each = 2 1 TeleportBattleStation @ 8 each = 8 1 SpireGravityDrain @ 4 each = 4 2 SpireGravityRipper @ 4 each = 8 1 EtherJet @ 1.33 each = 1.33 1 YounglingNanoswarm @ 1.33 each = 1.33 1 LazerGatling @ 0.71 each = 0.71 1 EyeBot @ 4 each = 4 2 ZenithAutoBomb @ 2 each = 4 1 Parasite @ 4 each = 4 2 Spider @ 2 each = 4 1 MunitionsBooster @ 10.11 each = 10.11 1 BulletproofFighter @ 2.18 each = 2.18 1 ZenithBeamFrigate @ 4 each = 4 1 SpireBladeSpawner @ 57.6 each = 57.6 1 ZenithPolarizerII @ 4 each = 4 1 ZenithMirrorII @ 4 each = 4 1 AcidSprayerII @ 4 each = 4 1 SpacePlaneII @ 2.23 each = 2.23 1 ZenithReprocessorII @ 48 each = 48 1 ZenithAutoBombII @ 4 each = 4 1 NeinzulScapegoatII @ 4 each = 4 1 VampireClawII @ 6.86 each = 6.86 1 YounglingShrikeII @ 2.67 each = 2.67 1 YounglingVultureII @ 2.67 each = 2.67 1 ArmorShipII @ 4.36 each = 4.36 2 ZenithMedicFrigateII @ 48 each = 96 1 ZenithViralShredderII @ 4 each = 4 1 ShieldBearerII @ 16 each = 16 1 TackleDroneLauncherII @ 72 each = 72 1 EtherJetII @ 2.67 each = 2.67 1 SpireMiniRamII @ 19.2 each = 19.2 1 ImpulseReactionEmitterII @ 4 each = 4 = After picking fleet ships, FleetShipBudget is now -3.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 34.78 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -61.22 == Wave total ships: 39 TypesForDirectAdd count by type: YounglingCommando : 1 SpaceTank : 1 TeleportBattleStation : 1 SpireGravityDrain : 1 SpireGravityRipper : 2 EtherJet : 1 YounglingNanoswarm : 1 LazerGatling : 1 EyeBot : 1 ZenithAutoBomb : 2 Parasite : 1 Spider : 2 MunitionsBooster : 1 BulletproofFighter : 1 ZenithBeamFrigate : 1 SpireBladeSpawner : 1 ZenithPolarizerII : 1 ZenithMirrorII : 1 AcidSprayerII : 1 SpacePlaneII : 1 ZenithReprocessorII : 1 ZenithAutoBombII : 1 NeinzulScapegoatII : 1 VampireClawII : 1 YounglingShrikeII : 1 YounglingVultureII : 1 ArmorShipII : 1 ZenithMedicFrigateII : 2 ZenithViralShredderII : 1 ShieldBearerII : 1 TackleDroneLauncherII : 1 EtherJetII : 1 SpireMiniRamII : 1 ImpulseReactionEmitterII : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 517.24 7/28/2014 9:56:17 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:41:21 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1033343 effectiveMetalForSalvageWave = floor(AISalvage) = 1033343 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1261.41 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1261.41 7/28/2014 9:56:17 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:41:21 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1261.41 = FleetShipBudget for this wave's fleet ships = 1261.41 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 Parasite @ 4 each = 4 1 EyeBot @ 4 each = 4 1 SpacePlane @ 1.12 each = 1.12 2 Fighter @ 1.67 each = 3.33 2 ZenithChameleon @ 2 each = 4 1 YounglingVulture @ 1.33 each = 1.33 3 Spider @ 2 each = 6 1 ZenithViralShredder @ 2 each = 2 1 ZenithPolarizer @ 2 each = 2 1 BulletproofFighter @ 2.18 each = 2.18 1 MissileShip @ 1.67 each = 1.67 1 SpireStealthBattleship @ 38.4 each = 38.4 1 ZenithMedicFrigate @ 24 each = 24 1 SpireGravityRipper @ 4 each = 4 1 ZenithMirror @ 2 each = 2 1 ShieldBooster @ 10.11 each = 10.11 1 Infiltrator @ 1.2 each = 1.2 1 ZenithSiegeEngine @ 12 each = 12 1 TackleDroneLauncher @ 36 each = 36 2 AntiArmorShip @ 1.6 each = 3.2 1 GrenadeLauncher @ 2 each = 2 1 ArmorShip @ 2.18 each = 2.18 1 DeflectorDrone @ 0.98 each = 0.98 1 VampireClaw @ 3.43 each = 3.43 1 Raptor @ 4 each = 4 1 YounglingShrike @ 1.33 each = 1.33 1 ZenithBombardment @ 12 each = 12 1 TeleportBattleStation @ 8 each = 8 1 SpireTeleportingLeech @ 4 each = 4 1 NeinzulRailpod @ 1 each = 1 1 SpireTractorPlatform @ 38.4 each = 38.4 3 SpireTeleportingLeechII @ 8 each = 24 1 ZenithPolarizerII @ 4 each = 4 3 SpireTractorPlatformII @ 76.8 each = 230.4 1 SpireStealthBattleshipII @ 76.8 each = 76.8 3 ImpulseReactionEmitterII @ 4 each = 12 1 ZenithViralShredderII @ 4 each = 4 1 YounglingVultureII @ 2.67 each = 2.67 2 FighterII @ 3.33 each = 6.67 3 ZenithChameleonII @ 4 each = 12 1 TeleportRaiderII @ 2.4 each = 2.4 1 AntiArmorShipII @ 3.2 each = 3.2 3 AutocannonMinipodII @ 1.96 each = 5.88 3 BomberII @ 5 each = 15 4 LazerGatlingII @ 1.41 each = 5.64 2 SaboteurII @ 9.6 each = 19.2 1 SpireBladeSpawnerII @ 115.2 each = 115.2 2 NeinzulScapegoatII @ 4 each = 8 1 ShieldBoosterII @ 20.21 each = 20.21 1 SniperII @ 19.2 each = 19.2 4 ParasiteII @ 8 each = 32 1 ZenithHydraII @ 12 each = 12 3 ZenithBombardmentII @ 24 each = 72 2 DeflectorDroneII @ 1.96 each = 3.92 1 YounglingNanoswarmII @ 2.67 each = 2.67 2 ZenithBeamFrigateII @ 8 each = 16 2 ZenithSiegeEngineII @ 24 each = 48 1 SpireGravityDrainII @ 8 each = 8 2 VampireClawII @ 6.86 each = 13.71 4 EyeBotII @ 8 each = 32 1 TackleDroneLauncherII @ 72 each = 72 1 SpiderII @ 4 each = 4 1 SpacePlaneII @ 2.23 each = 2.23 2 TeleportBattleStationII @ 16 each = 32 1 YounglingShrikeII @ 2.67 each = 2.67 1 MunitionsBoosterII @ 20.21 each = 20.21 1 MicroFighterII @ 2.67 each = 2.67 1 ZenithAutoBombII @ 4 each = 4 1 RaiderII @ 3.2 each = 3.2 2 YounglingFireflyII @ 2.67 each = 5.33 1 ArmorShipII @ 4.36 each = 4.36 1 SpaceTankII @ 4 each = 4 1 SpireRailclusterII @ 76.8 each = 76.8 = After picking fleet ships, FleetShipBudget is now -38.68 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 105.94 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -86.06 == Wave total ships: 112 TypesForDirectAdd count by type: Parasite : 1 EyeBot : 1 SpacePlane : 1 Fighter : 2 ZenithChameleon : 2 YounglingVulture : 1 Spider : 3 ZenithViralShredder : 1 ZenithPolarizer : 1 BulletproofFighter : 1 MissileShip : 1 SpireStealthBattleship : 1 ZenithMedicFrigate : 1 SpireGravityRipper : 1 ZenithMirror : 1 ShieldBooster : 1 Infiltrator : 1 ZenithSiegeEngine : 1 TackleDroneLauncher : 1 AntiArmorShip : 2 GrenadeLauncher : 1 ArmorShip : 1 DeflectorDrone : 1 VampireClaw : 1 Raptor : 1 YounglingShrike : 1 ZenithBombardment : 1 TeleportBattleStation : 1 SpireTeleportingLeech : 1 NeinzulRailpod : 1 SpireTractorPlatform : 1 SpireTeleportingLeechII : 3 ZenithPolarizerII : 1 SpireTractorPlatformII : 3 SpireStealthBattleshipII : 1 ImpulseReactionEmitterII : 3 ZenithViralShredderII : 1 YounglingVultureII : 1 FighterII : 2 ZenithChameleonII : 3 TeleportRaiderII : 1 AntiArmorShipII : 1 AutocannonMinipodII : 3 BomberII : 3 LazerGatlingII : 4 SaboteurII : 2 SpireBladeSpawnerII : 1 NeinzulScapegoatII : 2 ShieldBoosterII : 1 SniperII : 1 ParasiteII : 4 ZenithHydraII : 1 ZenithBombardmentII : 3 DeflectorDroneII : 2 YounglingNanoswarmII : 1 ZenithBeamFrigateII : 2 ZenithSiegeEngineII : 2 SpireGravityDrainII : 1 VampireClawII : 2 EyeBotII : 4 TackleDroneLauncherII : 1 SpiderII : 1 SpacePlaneII : 1 TeleportBattleStationII : 2 YounglingShrikeII : 1 MunitionsBoosterII : 1 MicroFighterII : 1 ZenithAutoBombII : 1 RaiderII : 1 YounglingFireflyII : 2 ArmorShipII : 1 SpaceTankII : 1 SpireRailclusterII : 1 LightStarship : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1499.42 7/28/2014 9:56:39 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:41:37 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 315788 effectiveMetalForSalvageWave = floor(AISalvage) = 315788 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 385.48 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:07:27 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:44:27 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 283425 effectiveMetalForSalvageWave = floor(AISalvage) = 283425 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 345.98 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:07:38 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:44:38 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 338047 effectiveMetalForSalvageWave = floor(AISalvage) = 338047 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 412.66 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:11:40 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:47:28 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1099039 effectiveMetalForSalvageWave = floor(AISalvage) = 1099039 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1341.6 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1341.6 7/28/2014 10:11:40 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:47:28 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1341.6 = FleetShipBudget for this wave's fleet ships = 1341.6 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 Spider @ 2 each = 2 3 LazerGatling @ 0.71 each = 2.12 3 Raptor @ 4 each = 12 2 Fighter @ 1.67 each = 3.33 1 SpireMiniRam @ 9.6 each = 9.6 1 YounglingNanoswarm @ 1.33 each = 1.33 1 NeinzulScapegoat @ 4 each = 4 1 ZenithChameleon @ 2 each = 2 1 BulletproofFighter @ 2.18 each = 2.18 1 AntiArmorShip @ 1.6 each = 1.6 1 ZenithReprocessor @ 24 each = 24 2 MLRS @ 2.53 each = 5.05 2 ZenithBombardment @ 12 each = 24 2 AutocannonMinipod @ 0.98 each = 1.96 1 YounglingCommando @ 1.33 each = 1.33 1 MicroFighter @ 1.33 each = 1.33 1 SpireRailcluster @ 38.4 each = 38.4 1 NeinzulRailpod @ 1 each = 1 1 VorticularCutlass @ 1.09 each = 1.09 1 SpireBladeSpawner @ 57.6 each = 57.6 1 ShieldBooster @ 10.11 each = 10.11 1 ZenithBeamFrigate @ 4 each = 4 1 SpireTractorPlatform @ 38.4 each = 38.4 3 ZenithViralShredderII @ 4 each = 12 2 SniperII @ 19.2 each = 38.4 2 EtherJetII @ 2.67 each = 5.33 3 YounglingTigerII @ 2.67 each = 8 3 TeleportBattleStationII @ 16 each = 48 1 TackleDroneLauncherII @ 72 each = 72 2 LazerGatlingII @ 1.41 each = 2.82 2 AntiArmorShipII @ 3.2 each = 6.4 3 ZenithMirrorII @ 4 each = 12 2 RaiderII @ 3.2 each = 6.4 2 ShieldBoosterII @ 20.21 each = 40.42 1 TeleportRaiderII @ 2.4 each = 2.4 2 YounglingVultureII @ 2.67 each = 5.33 3 ZenithReprocessorII @ 48 each = 144 1 ZenithAutoBombII @ 4 each = 4 2 AutocannonMinipodII @ 1.96 each = 3.92 4 GrenadeLauncherII @ 4 each = 16 1 ZenithChameleonII @ 4 each = 4 1 MunitionsBoosterII @ 20.21 each = 20.21 2 NeinzulScapegoatII @ 4 each = 8 1 RaptorII @ 8 each = 8 1 BulletproofFighterII @ 4.36 each = 4.36 2 SpireStealthBattleshipII @ 76.8 each = 153.6 2 ElectricShuttleII @ 16 each = 32 1 VorticularCutlassII @ 2.18 each = 2.18 2 SpaceTankII @ 4 each = 8 3 EyeBotII @ 8 each = 24 1 YounglingWeaselII @ 2.67 each = 2.67 2 YounglingCommandoII @ 2.67 each = 5.33 1 MicroFighterII @ 2.67 each = 2.67 2 FighterII @ 3.33 each = 6.67 1 ShieldBearerII @ 16 each = 16 4 ZenithSiegeEngineII @ 24 each = 96 1 YounglingFireflyII @ 2.67 each = 2.67 2 SpireArmorRotterII @ 8 each = 16 1 ZenithHydraII @ 12 each = 12 1 ZenithElectricBomberII @ 20.21 each = 20.21 1 YounglingNanoswarmII @ 2.67 each = 2.67 1 SpireRailclusterII @ 76.8 each = 76.8 1 ImpulseReactionEmitterII @ 4 each = 4 2 SpiderII @ 4 each = 8 3 DeflectorDroneII @ 1.96 each = 5.88 2 BomberII @ 5 each = 10 2 ZenithParalyzerII @ 4 each = 8 1 SpireTractorPlatformII @ 76.8 each = 76.8 1 NeinzulRailpodII @ 2 each = 2 1 SpacePlaneII @ 2.23 each = 2.23 1 VampireClawII @ 6.86 each = 6.86 1 ZenithMedicFrigateII @ 48 each = 48 = After picking fleet ships, FleetShipBudget is now -30.05 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 112.67 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 2 LeechStarship @ 96 each = 192 = After picking starships, StarshipBudget is now -79.33 == Wave total ships: 120 TypesForDirectAdd count by type: Spider : 1 LazerGatling : 3 Raptor : 3 Fighter : 2 SpireMiniRam : 1 YounglingNanoswarm : 1 NeinzulScapegoat : 1 ZenithChameleon : 1 BulletproofFighter : 1 AntiArmorShip : 1 ZenithReprocessor : 1 MLRS : 2 ZenithBombardment : 2 AutocannonMinipod : 2 YounglingCommando : 1 MicroFighter : 1 SpireRailcluster : 1 NeinzulRailpod : 1 VorticularCutlass : 1 SpireBladeSpawner : 1 ShieldBooster : 1 ZenithBeamFrigate : 1 SpireTractorPlatform : 1 ZenithViralShredderII : 3 SniperII : 2 EtherJetII : 2 YounglingTigerII : 3 TeleportBattleStationII : 3 TackleDroneLauncherII : 1 LazerGatlingII : 2 AntiArmorShipII : 2 ZenithMirrorII : 3 RaiderII : 2 ShieldBoosterII : 2 TeleportRaiderII : 1 YounglingVultureII : 2 ZenithReprocessorII : 3 ZenithAutoBombII : 1 AutocannonMinipodII : 2 GrenadeLauncherII : 4 ZenithChameleonII : 1 MunitionsBoosterII : 1 NeinzulScapegoatII : 2 RaptorII : 1 BulletproofFighterII : 1 SpireStealthBattleshipII : 2 ElectricShuttleII : 2 VorticularCutlassII : 1 SpaceTankII : 2 EyeBotII : 3 YounglingWeaselII : 1 YounglingCommandoII : 2 MicroFighterII : 1 FighterII : 2 ShieldBearerII : 1 ZenithSiegeEngineII : 4 YounglingFireflyII : 1 SpireArmorRotterII : 2 ZenithHydraII : 1 ZenithElectricBomberII : 1 YounglingNanoswarmII : 1 SpireRailclusterII : 1 ImpulseReactionEmitterII : 1 SpiderII : 2 DeflectorDroneII : 3 BomberII : 2 ZenithParalyzerII : 2 SpireTractorPlatformII : 1 NeinzulRailpodII : 1 SpacePlaneII : 1 VampireClawII : 1 ZenithMedicFrigateII : 1 LeechStarship : 2 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1578.32 7/28/2014 10:12:22 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:47:39 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 358167 effectiveMetalForSalvageWave = floor(AISalvage) = 358167 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 437.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:16:16 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:50:19 normalWaveStrength:507.25 AccumulatedStrengthForNextWave:507.37 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 503.81 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 507.25 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.5 7/28/2014 10:16:16 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:50:19 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 507.37 = FleetShipBudget for this wave's fleet ships = 507.37 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, ZenithChameleon, SpireMiniRam ** Picked 4 ZenithChameleon @ 2 each = 8 1 MissileShip @ 1.67 each = 1.67 7 ZenithBeamFrigate @ 4 each = 28 5 EyeBot @ 4 each = 20 2 Infiltrator @ 1.2 each = 2.4 2 SpireMiniRam @ 9.6 each = 19.2 1 VorticularCutlass @ 1.09 each = 1.09 4 Fighter @ 1.67 each = 6.67 5 BomberII @ 5 each = 25.01 3 ZenithChameleonII @ 4 each = 12 10 VorticularCutlassII @ 2.18 each = 21.82 6 ZenithBeamFrigateII @ 8 each = 48 12 SpireMiniRamII @ 19.2 each = 230.39 6 EyeBotII @ 8 each = 48 5 MissileShipII @ 3.33 each = 16.67 5 InfiltratorII @ 2.4 each = 12 2 FighterII @ 3.33 each = 6.67 = After picking fleet ships, FleetShipBudget is now -0.2 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 42.61 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -53.39 == Wave total ships: 81 TypesForDirectAdd count by type: ZenithChameleon : 4 MissileShip : 1 ZenithBeamFrigate : 7 EyeBot : 5 Infiltrator : 2 SpireMiniRam : 2 VorticularCutlass : 1 Fighter : 4 BomberII : 5 ZenithChameleonII : 3 VorticularCutlassII : 10 ZenithBeamFrigateII : 6 SpireMiniRamII : 12 EyeBotII : 6 MissileShipII : 5 InfiltratorII : 5 FighterII : 2 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 604.89 7/28/2014 10:16:31 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:50:29 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 436748 effectiveMetalForSalvageWave = floor(AISalvage) = 436748 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 533.14 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:16:43 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:50:40 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 358167 effectiveMetalForSalvageWave = floor(AISalvage) = 358167 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 437.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:19:52 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:53:30 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 486730 effectiveMetalForSalvageWave = floor(AISalvage) = 486730 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 594.15 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:20:03 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:53:41 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 371601 effectiveMetalForSalvageWave = floor(AISalvage) = 371601 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 453.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:23:50 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:56:31 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 556139 effectiveMetalForSalvageWave = floor(AISalvage) = 556139 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 678.88 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:23:57 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:56:38 normalWaveStrength:419.58 AccumulatedStrengthForNextWave:419.9 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 403.05 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 419.58 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.4 7/28/2014 10:23:57 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:56:38 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 419.9 = FleetShipBudget for this wave's fleet ships = 419.9 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 2 TeleportBattleStation @ 8 each = 16 1 SpireTeleportingLeech @ 4 each = 4 1 SpacePlane @ 1.12 each = 1.12 1 Parasite @ 4 each = 4 1 ShieldBearer @ 8 each = 8 1 ZenithReprocessor @ 24 each = 24 2 Saboteur @ 4.8 each = 9.6 1 MissileShip @ 1.67 each = 1.67 1 ZenithElectricBomber @ 10.11 each = 10.11 1 ArmorShipII @ 4.36 each = 4.36 1 MissileShipII @ 3.33 each = 3.33 1 InfiltratorII @ 2.4 each = 2.4 1 ElectricShuttleII @ 16 each = 16 1 TackleDroneLauncherII @ 72 each = 72 2 ZenithAutoBombII @ 4 each = 8 1 DeflectorDroneII @ 1.96 each = 1.96 1 ZenithPolarizerII @ 4 each = 4 2 ShieldBoosterII @ 20.21 each = 40.42 1 ZenithBombardmentII @ 24 each = 24 2 AntiArmorShipII @ 3.2 each = 6.4 1 AutocannonMinipodII @ 1.96 each = 1.96 2 SpacePlaneII @ 2.23 each = 4.46 1 ParasiteII @ 8 each = 8 1 SpireGravityRipperII @ 8 each = 8 1 ZenithMirrorII @ 4 each = 4 1 ZenithHydraII @ 12 each = 12 2 TeleportRaiderII @ 2.4 each = 4.8 1 BomberII @ 5 each = 5 2 SniperII @ 19.2 each = 38.4 1 SpaceTankII @ 4 each = 4 1 VorticularCutlassII @ 2.18 each = 2.18 1 ZenithViralShredderII @ 4 each = 4 1 AcidSprayerII @ 4 each = 4 1 ImpulseReactionEmitterII @ 4 each = 4 1 ZenithBeamFrigateII @ 8 each = 8 1 FighterII @ 3.33 each = 3.33 1 SpireRailclusterII @ 76.8 each = 76.8 = After picking fleet ships, FleetShipBudget is now -34.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 35.26 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -60.74 == Wave total ships: 46 TypesForDirectAdd count by type: TeleportBattleStation : 2 SpireTeleportingLeech : 1 SpacePlane : 1 Parasite : 1 ShieldBearer : 1 ZenithReprocessor : 1 Saboteur : 2 MissileShip : 1 ZenithElectricBomber : 1 ArmorShipII : 1 MissileShipII : 1 InfiltratorII : 1 ElectricShuttleII : 1 TackleDroneLauncherII : 1 ZenithAutoBombII : 2 DeflectorDroneII : 1 ZenithPolarizerII : 1 ShieldBoosterII : 2 ZenithBombardmentII : 1 AntiArmorShipII : 2 AutocannonMinipodII : 1 SpacePlaneII : 2 ParasiteII : 1 SpireGravityRipperII : 1 ZenithMirrorII : 1 ZenithHydraII : 1 TeleportRaiderII : 2 BomberII : 1 SniperII : 2 SpaceTankII : 1 VorticularCutlassII : 1 ZenithViralShredderII : 1 AcidSprayerII : 1 ImpulseReactionEmitterII : 1 ZenithBeamFrigateII : 1 FighterII : 1 SpireRailclusterII : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 550.96 7/28/2014 10:24:01 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:56:42 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 373840 effectiveMetalForSalvageWave = floor(AISalvage) = 373840 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 456.35 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:28:14 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:59:32 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 578529 effectiveMetalForSalvageWave = floor(AISalvage) = 578529 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 706.21 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:28:25 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:59:43 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 373840 effectiveMetalForSalvageWave = floor(AISalvage) = 373840 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 456.35 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:31:45 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:02:33 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 578539 effectiveMetalForSalvageWave = floor(AISalvage) = 578539 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 706.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:31:56 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:02:44 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 373840 effectiveMetalForSalvageWave = floor(AISalvage) = 373840 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 456.35 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:35:40 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:05:34 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 578539 effectiveMetalForSalvageWave = floor(AISalvage) = 578539 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 706.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:35:51 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:05:45 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 373840 effectiveMetalForSalvageWave = floor(AISalvage) = 373840 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 456.35 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:37:41 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:07:35 normalWaveStrength:517.58 AccumulatedStrengthForNextWave:517.75 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 503.81 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 517.58 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.5 7/28/2014 10:37:41 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:07:35 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 517.75 = FleetShipBudget for this wave's fleet ships = 517.75 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, ZenithChameleon, SpireMiniRam ** Picked 22 EyeBot @ 4 each = 88 ** Picked 54 EyeBotII @ 8 each = 432 = After picking fleet ships, FleetShipBudget is now -2.25 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 43.48 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -52.52 == Wave total ships: 77 TypesForDirectAdd count by type: EyeBot : 22 EyeBotII : 54 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 616 7/28/2014 10:38:41 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:08:35 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 578539 effectiveMetalForSalvageWave = floor(AISalvage) = 578539 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 706.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:38:52 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:08:46 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 373840 effectiveMetalForSalvageWave = floor(AISalvage) = 373840 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 456.35 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:41:42 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:11:36 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 578539 effectiveMetalForSalvageWave = floor(AISalvage) = 578539 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 706.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:41:53 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:11:47 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 373840 effectiveMetalForSalvageWave = floor(AISalvage) = 373840 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 456.35 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:43:39 AM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:13:33 normalWaveStrength:405.8 AccumulatedStrengthForNextWave:405.9 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 403.05 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 405.8 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.4 7/28/2014 10:43:39 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:13:33 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 405.9 = FleetShipBudget for this wave's fleet ships = 405.9 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 SpireBladeSpawner @ 57.6 each = 57.6 1 ZenithElectricBomber @ 10.11 each = 10.11 1 AcidSprayerII @ 4 each = 4 1 ZenithAutoBombII @ 4 each = 4 1 LazerGatlingII @ 1.41 each = 1.41 1 InfiltratorII @ 2.4 each = 2.4 1 TeleportRaiderII @ 2.4 each = 2.4 1 SpacePlaneII @ 2.23 each = 2.23 1 ImpulseReactionEmitterII @ 4 each = 4 1 ZenithHydraII @ 12 each = 12 1 SpireMiniRamII @ 19.2 each = 19.2 1 RaptorII @ 8 each = 8 1 ZenithViralShredderII @ 4 each = 4 3 SpireStealthBattleshipII @ 76.8 each = 230.4 1 SpireGravityRipperII @ 8 each = 8 1 ShieldBoosterII @ 20.21 each = 20.21 1 ZenithSiegeEngineII @ 24 each = 24 = After picking fleet ships, FleetShipBudget is now -8.06 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 34.09 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -61.91 == Wave total ships: 20 TypesForDirectAdd count by type: SpireBladeSpawner : 1 ZenithElectricBomber : 1 AcidSprayerII : 1 ZenithAutoBombII : 1 LazerGatlingII : 1 InfiltratorII : 1 TeleportRaiderII : 1 SpacePlaneII : 1 ImpulseReactionEmitterII : 1 ZenithHydraII : 1 SpireMiniRamII : 1 RaptorII : 1 ZenithViralShredderII : 1 SpireStealthBattleshipII : 3 SpireGravityRipperII : 1 ShieldBoosterII : 1 ZenithSiegeEngineII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 509.96 7/28/2014 10:44:43 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:14:37 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 578539 effectiveMetalForSalvageWave = floor(AISalvage) = 578539 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 706.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:44:54 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:14:48 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 373840 effectiveMetalForSalvageWave = floor(AISalvage) = 373840 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 456.35 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:47:45 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:17:38 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 578539 effectiveMetalForSalvageWave = floor(AISalvage) = 578539 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 706.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 10:47:56 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:17:49 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 373840 effectiveMetalForSalvageWave = floor(AISalvage) = 373840 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 456.35 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 11:03:46 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:20:39 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 578539 effectiveMetalForSalvageWave = floor(AISalvage) = 578539 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 706.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 11:03:57 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:20:50 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 373840 effectiveMetalForSalvageWave = floor(AISalvage) = 373840 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 456.35 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:02:31 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:23:40 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 578539 effectiveMetalForSalvageWave = floor(AISalvage) = 578539 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 706.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:02:42 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:23:51 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 410767 effectiveMetalForSalvageWave = floor(AISalvage) = 410767 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 501.42 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:06:53 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:25:11 normalWaveStrength:527.91 AccumulatedStrengthForNextWave:528.24 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 503.81 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 527.91 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.5 7/28/2014 2:06:53 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:25:11 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 528.24 = FleetShipBudget for this wave's fleet ships = 528.24 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, ZenithChameleon, SpireMiniRam ** Picked 3 EyeBot @ 4 each = 12 3 ZenithChameleon @ 2 each = 6 3 MissileShip @ 1.67 each = 5 5 Bomber @ 2.5 each = 12.5 4 ZenithBeamFrigate @ 4 each = 16 2 Fighter @ 1.67 each = 3.33 3 SpireMiniRam @ 9.6 each = 28.8 2 Infiltrator @ 1.2 each = 2.4 2 VorticularCutlass @ 1.09 each = 2.18 10 InfiltratorII @ 2.4 each = 23.99 5 VorticularCutlassII @ 2.18 each = 10.91 6 ZenithBeamFrigateII @ 8 each = 48 13 BomberII @ 5 each = 65.02 6 EyeBotII @ 8 each = 48 16 FighterII @ 3.33 each = 53.33 7 SpireMiniRamII @ 19.2 each = 134.39 10 ZenithChameleonII @ 4 each = 40 5 MissileShipII @ 3.33 each = 16.67 = After picking fleet ships, FleetShipBudget is now -0.28 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 44.36 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -51.64 == Wave total ships: 106 TypesForDirectAdd count by type: EyeBot : 3 ZenithChameleon : 3 MissileShip : 3 Bomber : 5 ZenithBeamFrigate : 4 Fighter : 2 SpireMiniRam : 3 Infiltrator : 2 VorticularCutlass : 2 InfiltratorII : 10 VorticularCutlassII : 5 ZenithBeamFrigateII : 6 BomberII : 13 EyeBotII : 6 FighterII : 16 SpireMiniRamII : 7 ZenithChameleonII : 10 MissileShipII : 5 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 624.68 7/28/2014 2:09:57 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:26:41 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 578539 effectiveMetalForSalvageWave = floor(AISalvage) = 578539 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 706.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:10:27 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:26:52 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 412935 effectiveMetalForSalvageWave = floor(AISalvage) = 412935 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 504.07 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:14:39 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:29:42 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 578539 effectiveMetalForSalvageWave = floor(AISalvage) = 578539 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 706.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:14:50 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:29:53 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 412935 effectiveMetalForSalvageWave = floor(AISalvage) = 412935 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 504.07 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:20:12 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:30:34 normalWaveStrength:408.56 AccumulatedStrengthForNextWave:408.7 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 403.05 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 408.56 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.4 7/28/2014 2:20:12 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:30:34 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 408.7 = FleetShipBudget for this wave's fleet ships = 408.7 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 41 Fighter @ 1.67 each = 68.33 ** Picked 103 FighterII @ 3.33 each = 343.32 = After picking fleet ships, FleetShipBudget is now -2.95 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 34.32 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -61.68 == Wave total ships: 145 TypesForDirectAdd count by type: Fighter : 41 FighterII : 103 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 590 7/28/2014 2:26:49 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:32:43 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 578539 effectiveMetalForSalvageWave = floor(AISalvage) = 578539 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 706.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:27:13 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:32:54 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 423333 effectiveMetalForSalvageWave = floor(AISalvage) = 423333 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 516.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:31:09 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:35:44 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 578539 effectiveMetalForSalvageWave = floor(AISalvage) = 578539 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 706.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:31:26 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:35:55 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 519557 effectiveMetalForSalvageWave = floor(AISalvage) = 519557 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 634.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:35:43 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:38:45 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 578539 effectiveMetalForSalvageWave = floor(AISalvage) = 578539 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 706.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:36:15 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:38:56 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 610034 effectiveMetalForSalvageWave = floor(AISalvage) = 610034 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 744.67 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:42:53 PM (7.047) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Sharpboatlea, wave size factor: 2 ; Game Time: 6:40:00 7/28/2014 2:42:53 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:40:00 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 1259.82 = FleetShipBudget for this wave's fleet ships = 1259.82 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 11 EyeBotIV @ 16 each = 176 10 ZenithBeamFrigateIV @ 16 each = 160 13 VorticularCutlassIV @ 4.36 each = 56.72 12 CruiserIV @ 6.67 each = 80 11 FighterIV @ 6.67 each = 73.33 12 SpireMiniRamIV @ 38.4 each = 460.78 13 BomberIV @ 10 each = 130.03 11 InfiltratorIV @ 4.8 each = 52.79 9 ZenithChameleonIV @ 8 each = 72 = After picking fleet ships, FleetShipBudget is now -1.83 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 105.81 * called PickUnitsForWave with: AIRaidStarshipIV, AIRaidStarshipIV, AIRaidStarshipIV, AIRaidStarshipIV, AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, DreadnoughtV, DreadnoughtV, DreadnoughtV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 BeamStarship @ 320 each = 320 = After picking starships, StarshipBudget is now -214.19 == Wave total ships: 103 TypesForDirectAdd count by type: EyeBotIV : 11 ZenithBeamFrigateIV : 10 VorticularCutlassIV : 13 CruiserIV : 12 FighterIV : 11 SpireMiniRamIV : 12 BomberIV : 13 InfiltratorIV : 11 ZenithChameleonIV : 9 BeamStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1586.29 7/28/2014 2:50:16 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:41:46 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 586933 effectiveMetalForSalvageWave = floor(AISalvage) = 586933 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 716.47 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 223.97 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 503.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:50:29 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:41:57 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 826002 effectiveMetalForSalvageWave = floor(AISalvage) = 826002 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1008.3 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1008.3 7/28/2014 2:50:29 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:41:57 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 1008.3 = FleetShipBudget for this wave's fleet ships = 1008.3 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, ZenithChameleon, SpireMiniRam ** Picked 139 Infiltrator @ 1.2 each = 166.76 ** Picked 351 InfiltratorII @ 2.4 each = 842.19 = After picking fleet ships, FleetShipBudget is now -0.65 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 84.68 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -11.32 == Wave total ships: 491 TypesForDirectAdd count by type: Infiltrator : 139 InfiltratorII : 351 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1104.95 7/28/2014 2:50:32 PM (7.047) ----------------------------------- Triggering CPA (always from first AI); Game Time: 6:42:00 effectiveAIPForCPAPurposes = this.AIProgressionLevelEffective = 192 since diff == 7, numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 360 minimumAIPForCPAPurposes = Game.Instance.GameSecond / numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 67 effectiveAIPForCPAPurposes = Max(effectiveAIPForCPAPurposes,minimumAIPForCPAPurposes) = 192 difficultyFactor = ( this.AIDifficulty * this.GetHandicapMultiplier() ) / ( 13 - this.AIDifficulty ) : 1.17 aiTypeFactor = 1 simulateMaxTimeWaveFactor = Mat.One + ( ( this.AIDifficulty * 2 ) / ( ( 14 - this.AIDifficulty ) * 3 ) ) : 1.67 simulateDoubleWaveFactor = 2 simulateDifficultySpecificWaveSizeMultiplier = 2.25 humanHomeworldCountMultiplier = Mat.One + (FInt)( humanHomeworldCount - 1 ) = 1 numberOfShips (before applying cap-scale) = ( (FInt)effectiveAIPForCPAPurposes * difficultyFactor * aiTypeFactor * simulateMaxTimeWaveFactor * simulateDoubleWaveFactor * simulateDifficultySpecificWaveSizeMultiplier * humanHomeworldCountMultiplier ).IntValue = 1679 numberOfShips (after applying cap-scale) = 839 7/28/2014 2:52:02 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:42:41 normalWaveStrength:524.47 AccumulatedStrengthForNextWave:524.74 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 192 FleetShipBudget *= player.GetHandicapMultiplier() = 192 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 223.97 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 279.96 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 629.91 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 503.81 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 524.47 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.5 7/28/2014 2:52:02 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:42:41 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 192 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 524.74 = FleetShipBudget for this wave's fleet ships = 524.74 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.83 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, ZenithChameleon, SpireMiniRam ** Picked 10 SpireMiniRam @ 9.6 each = 96 ** Picked 23 SpireMiniRamII @ 19.2 each = 441.58 = After picking fleet ships, FleetShipBudget is now -12.83 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 44.07 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -51.93 == Wave total ships: 34 TypesForDirectAdd count by type: SpireMiniRam : 10 SpireMiniRamII : 23 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 633.58 7/28/2014 2:56:39 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:44:47 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 586963 effectiveMetalForSalvageWave = floor(AISalvage) = 586963 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 716.51 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 212 FleetShipBudget *= player.GetHandicapMultiplier() = 212 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 247.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 247.3 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 556.42 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 2:56:50 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:44:58 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 105269 effectiveMetalForSalvageWave = floor(AISalvage) = 105269 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 128.5 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 212 FleetShipBudget *= player.GetHandicapMultiplier() = 212 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 247.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 309.12 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 695.53 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:10:12 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:47:48 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 586963 effectiveMetalForSalvageWave = floor(AISalvage) = 586963 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 716.51 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 212 FleetShipBudget *= player.GetHandicapMultiplier() = 212 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 247.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 247.3 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 556.42 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:11:02 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:47:59 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 198389 effectiveMetalForSalvageWave = floor(AISalvage) = 198389 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 242.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 212 FleetShipBudget *= player.GetHandicapMultiplier() = 212 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 247.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 309.12 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 695.53 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:14:43 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:48:59 normalWaveStrength:457.2 AccumulatedStrengthForNextWave:457.25 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 212 FleetShipBudget *= player.GetHandicapMultiplier() = 212 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 247.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 247.3 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 556.42 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 445.03 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 457.2 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.44 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 488.99 7/28/2014 3:14:43 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:48:59 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 212 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 488.99 = FleetShipBudget for this wave's fleet ships = 488.99 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.92 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 Infiltrator @ 1.2 each = 1.2 1 VampireClaw @ 3.43 each = 3.43 1 ShieldBooster @ 10.11 each = 10.11 1 Bomber @ 2.5 each = 2.5 1 SpireTeleportingLeech @ 4 each = 4 1 Parasite @ 4 each = 4 1 YounglingVulture @ 1.33 each = 1.33 1 EtherJet @ 1.33 each = 1.33 1 SpireBladeSpawner @ 57.6 each = 57.6 1 SniperII @ 19.2 each = 19.2 1 SpireGravityDrainII @ 8 each = 8 1 SpireRailclusterII @ 76.8 each = 76.8 1 SpireBladeSpawnerII @ 115.2 each = 115.2 2 VorticularCutlassII @ 2.18 each = 4.36 3 SpacePlaneII @ 2.23 each = 6.7 1 SpireStealthBattleshipII @ 76.8 each = 76.8 1 MunitionsBoosterII @ 20.21 each = 20.21 1 InfiltratorII @ 2.4 each = 2.4 1 EtherJetII @ 2.67 each = 2.67 1 ZenithBeamFrigateII @ 8 each = 8 1 ZenithReprocessorII @ 48 each = 48 1 RaptorII @ 8 each = 8 1 AutocannonMinipodII @ 1.96 each = 1.96 1 ZenithAutoBombII @ 4 each = 4 1 ArmorShipII @ 4.36 each = 4.36 = After picking fleet ships, FleetShipBudget is now -3.17 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 41.07 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -54.93 == Wave total ships: 29 TypesForDirectAdd count by type: Infiltrator : 1 VampireClaw : 1 ShieldBooster : 1 Bomber : 1 SpireTeleportingLeech : 1 Parasite : 1 YounglingVulture : 1 EtherJet : 1 SpireBladeSpawner : 1 SniperII : 1 SpireGravityDrainII : 1 SpireRailclusterII : 1 SpireBladeSpawnerII : 1 VorticularCutlassII : 2 SpacePlaneII : 3 SpireStealthBattleshipII : 1 MunitionsBoosterII : 1 InfiltratorII : 1 EtherJetII : 1 ZenithBeamFrigateII : 1 ZenithReprocessorII : 1 RaptorII : 1 AutocannonMinipodII : 1 ZenithAutoBombII : 1 ArmorShipII : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 588.32 7/28/2014 3:16:45 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:50:49 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 586963 effectiveMetalForSalvageWave = floor(AISalvage) = 586963 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 716.51 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 212 FleetShipBudget *= player.GetHandicapMultiplier() = 212 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 247.3 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 247.3 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 556.42 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:16:51 PM (7.047) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet Sicillu, wave size factor: 2 ; Game Time: 6:50:51 7/28/2014 3:16:51 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:50:51 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 212 ; AITechLevel: 5 ; IsSchizo: True WaveStrength = 1391.06 = FleetShipBudget for this wave's fleet ships = 1391.06 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal Already at max tech level, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 10 BomberIV @ 10 each = 100.02 15 ZenithBeamFrigateIV @ 16 each = 240 13 VorticularCutlassIV @ 4.36 each = 56.72 10 FighterIV @ 6.67 each = 66.67 10 CruiserIV @ 6.67 each = 66.67 14 SpireMiniRamIV @ 38.4 each = 537.58 15 EyeBotIV @ 16 each = 240 11 ZenithChameleonIV @ 8 each = 88 2 InfiltratorIV @ 4.8 each = 9.6 = After picking fleet ships, FleetShipBudget is now -14.2 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 116.83 * called PickUnitsForWave with: AIRaidStarshipIV, AIRaidStarshipIV, AIRaidStarshipIV, AIRaidStarshipIV, AIRaidStarshipIV, LeechStarshipV, DreadnoughtV, DreadnoughtV, DreadnoughtV, DreadnoughtV, DreadnoughtV, BomberStarshipIV, ZenithStarshipIV, SpireStarshipIV, WarbirdStarship, BeamStarship, CoreStarship ** Picked 1 BeamStarship @ 320 each = 320 = After picking starships, StarshipBudget is now -203.17 == Wave total ships: 101 TypesForDirectAdd count by type: BomberIV : 10 ZenithBeamFrigateIV : 15 VorticularCutlassIV : 13 FighterIV : 10 CruiserIV : 10 SpireMiniRamIV : 14 EyeBotIV : 15 ZenithChameleonIV : 11 InfiltratorIV : 2 BeamStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1731.9 7/28/2014 3:18:08 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:51:00 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 347835 effectiveMetalForSalvageWave = floor(AISalvage) = 347835 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 424.6 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 213 FleetShipBudget *= player.GetHandicapMultiplier() = 213 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 248.47 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 310.58 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 698.81 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:24:33 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:53:50 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 628945 effectiveMetalForSalvageWave = floor(AISalvage) = 628945 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 767.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 213 FleetShipBudget *= player.GetHandicapMultiplier() = 213 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 248.47 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 248.47 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 559.05 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:24:44 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:54:01 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 460541 effectiveMetalForSalvageWave = floor(AISalvage) = 460541 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 562.18 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 213 FleetShipBudget *= player.GetHandicapMultiplier() = 213 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 248.47 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 310.58 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 698.81 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:28:14 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:56:51 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 628953 effectiveMetalForSalvageWave = floor(AISalvage) = 628953 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 767.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 213 FleetShipBudget *= player.GetHandicapMultiplier() = 213 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 248.47 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 248.47 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 559.05 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:30:15 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:57:02 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 591615 effectiveMetalForSalvageWave = floor(AISalvage) = 591615 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 722.19 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 213 FleetShipBudget *= player.GetHandicapMultiplier() = 213 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 248.47 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 310.58 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 698.81 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:46:25 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:59:52 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 628953 effectiveMetalForSalvageWave = floor(AISalvage) = 628953 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 767.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 217 FleetShipBudget *= player.GetHandicapMultiplier() = 217 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 253.13 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 253.13 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 569.55 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:46:36 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:00:03 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 681133 effectiveMetalForSalvageWave = floor(AISalvage) = 681133 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 831.46 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 217 FleetShipBudget *= player.GetHandicapMultiplier() = 217 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 253.13 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 316.41 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 711.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:47:35 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:00:51 normalWaveStrength:604.44 AccumulatedStrengthForNextWave:604.55 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 217 FleetShipBudget *= player.GetHandicapMultiplier() = 217 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 253.13 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 316.41 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 711.93 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 569.41 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 604.44 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.56 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 648.61 7/28/2014 3:47:35 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:00:51 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 217 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 648.61 = FleetShipBudget for this wave's fleet ships = 648.61 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.94 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, ZenithChameleon, SpireMiniRam ** Picked 4 Bomber @ 2.5 each = 10 2 VorticularCutlass @ 1.09 each = 2.18 1 EyeBot @ 4 each = 4 1 MissileShip @ 1.67 each = 1.67 1 Fighter @ 1.67 each = 1.67 2 ZenithBeamFrigate @ 4 each = 8 4 ZenithChameleon @ 2 each = 8 2 Infiltrator @ 1.2 each = 2.4 8 ZenithBeamFrigateII @ 8 each = 64 15 EyeBotII @ 8 each = 120 9 ZenithChameleonII @ 4 each = 36 12 SpireMiniRamII @ 19.2 each = 230.39 8 InfiltratorII @ 2.4 each = 19.2 17 FighterII @ 3.33 each = 56.67 8 VorticularCutlassII @ 2.18 each = 17.45 10 MissileShipII @ 3.33 each = 33.33 7 BomberII @ 5 each = 35.01 = After picking fleet ships, FleetShipBudget is now -1.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 54.47 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -41.53 == Wave total ships: 112 TypesForDirectAdd count by type: Bomber : 4 VorticularCutlass : 2 EyeBot : 1 MissileShip : 1 Fighter : 1 ZenithBeamFrigate : 2 ZenithChameleon : 4 Infiltrator : 2 ZenithBeamFrigateII : 8 EyeBotII : 15 ZenithChameleonII : 9 SpireMiniRamII : 12 InfiltratorII : 8 FighterII : 17 VorticularCutlassII : 8 MissileShipII : 10 BomberII : 7 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 755.62 7/28/2014 3:51:33 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:02:53 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 628953 effectiveMetalForSalvageWave = floor(AISalvage) = 628953 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 767.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 217 FleetShipBudget *= player.GetHandicapMultiplier() = 217 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 253.13 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 253.13 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 569.55 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:51:44 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:03:04 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 783268 effectiveMetalForSalvageWave = floor(AISalvage) = 783268 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 956.14 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 217 FleetShipBudget *= player.GetHandicapMultiplier() = 217 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 253.13 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 316.41 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 711.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:55:15 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:05:54 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 628953 effectiveMetalForSalvageWave = floor(AISalvage) = 628953 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 767.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 217 FleetShipBudget *= player.GetHandicapMultiplier() = 217 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 253.13 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 253.13 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 569.55 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:55:26 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:06:05 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 899160 effectiveMetalForSalvageWave = floor(AISalvage) = 899160 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1097.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 217 FleetShipBudget *= player.GetHandicapMultiplier() = 217 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 253.13 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 316.41 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 711.93 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1097.61 7/28/2014 3:55:26 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:06:05 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 217 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1097.61 = FleetShipBudget for this wave's fleet ships = 1097.61 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.94 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, ZenithChameleon, SpireMiniRam ** Picked 1 VorticularCutlass @ 1.09 each = 1.09 4 Infiltrator @ 1.2 each = 4.8 4 SpireMiniRam @ 9.6 each = 38.4 1 ZenithChameleon @ 2 each = 2 3 EyeBot @ 4 each = 12 1 ZenithBeamFrigate @ 4 each = 4 17 EyeBotII @ 8 each = 136 22 ZenithChameleonII @ 4 each = 88 15 InfiltratorII @ 2.4 each = 35.99 24 ZenithBeamFrigateII @ 8 each = 192 24 FighterII @ 3.33 each = 80 10 BomberII @ 5 each = 50.01 27 VorticularCutlassII @ 2.18 each = 58.9 16 MissileShipII @ 3.33 each = 53.33 18 SpireMiniRamII @ 19.2 each = 345.59 = After picking fleet ships, FleetShipBudget is now -4.5 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 92.18 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -3.82 == Wave total ships: 188 TypesForDirectAdd count by type: VorticularCutlass : 1 Infiltrator : 4 SpireMiniRam : 4 ZenithChameleon : 1 EyeBot : 3 ZenithBeamFrigate : 1 EyeBotII : 17 ZenithChameleonII : 22 InfiltratorII : 15 ZenithBeamFrigateII : 24 FighterII : 24 BomberII : 10 VorticularCutlassII : 27 MissileShipII : 16 SpireMiniRamII : 18 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1214.77 7/28/2014 3:56:07 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 7:06:46 normalWaveStrength:477.32 AccumulatedStrengthForNextWave:477.45 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 217 FleetShipBudget *= player.GetHandicapMultiplier() = 217 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 253.13 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 253.13 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 569.55 Because Diff >= 7 and entry_points = 11, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 455.52 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 477.32 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.45 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 494.67 7/28/2014 3:56:07 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 7:06:46 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 217 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 494.67 = FleetShipBudget for this wave's fleet ships = 494.67 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.94 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 MicroFighter @ 1.33 each = 1.33 1 YounglingNanoswarm @ 1.33 each = 1.33 1 YounglingFirefly @ 1.33 each = 1.33 1 YounglingVulture @ 1.33 each = 1.33 2 TeleportBattleStation @ 8 each = 16 1 ZenithParalyzer @ 2 each = 2 1 YounglingWeasel @ 1.33 each = 1.33 1 Parasite @ 4 each = 4 1 SpireArmorRotterII @ 8 each = 8 1 ZenithChameleonII @ 4 each = 4 2 TackleDroneLauncherII @ 72 each = 144 1 ZenithMirrorII @ 4 each = 4 1 DeflectorDroneII @ 1.96 each = 1.96 1 MLRSII @ 5.05 each = 5.05 2 GrenadeLauncherII @ 4 each = 8 1 ParasiteII @ 8 each = 8 3 MicroFighterII @ 2.67 each = 8 1 ShieldBearerII @ 16 each = 16 2 ShieldBoosterII @ 20.21 each = 40.42 1 SpaceTankII @ 4 each = 4 1 ZenithBombardmentII @ 24 each = 24 1 EtherJetII @ 2.67 each = 2.67 2 ZenithSiegeEngineII @ 24 each = 48 1 TeleportRaiderII @ 2.4 each = 2.4 2 NeinzulRailpodII @ 2 each = 4 1 ElectricShuttleII @ 16 each = 16 2 SpireTractorPlatformII @ 76.8 each = 153.6 1 YounglingTigerII @ 2.67 each = 2.67 1 NeinzulScapegoatII @ 4 each = 4 = After picking fleet ships, FleetShipBudget is now -42.76 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 41.54 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -54.46 == Wave total ships: 39 TypesForDirectAdd count by type: MicroFighter : 1 YounglingNanoswarm : 1 YounglingFirefly : 1 YounglingVulture : 1 TeleportBattleStation : 2 ZenithParalyzer : 1 YounglingWeasel : 1 Parasite : 1 SpireArmorRotterII : 1 ZenithChameleonII : 1 TackleDroneLauncherII : 2 ZenithMirrorII : 1 DeflectorDroneII : 1 MLRSII : 1 GrenadeLauncherII : 2 ParasiteII : 1 MicroFighterII : 3 ShieldBearerII : 1 ShieldBoosterII : 2 SpaceTankII : 1 ZenithBombardmentII : 1 EtherJetII : 1 ZenithSiegeEngineII : 2 TeleportRaiderII : 1 NeinzulRailpodII : 2 ElectricShuttleII : 1 SpireTractorPlatformII : 2 YounglingTigerII : 1 NeinzulScapegoatII : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 637.43 7/28/2014 3:58:30 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:08:55 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 628953 effectiveMetalForSalvageWave = floor(AISalvage) = 628953 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 767.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 217 FleetShipBudget *= player.GetHandicapMultiplier() = 217 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 253.13 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 253.13 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 569.55 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 3:58:41 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:09:06 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 93064 effectiveMetalForSalvageWave = floor(AISalvage) = 93064 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.6 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 217 FleetShipBudget *= player.GetHandicapMultiplier() = 217 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 253.13 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 316.41 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 711.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 4:01:45 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:11:56 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 628953 effectiveMetalForSalvageWave = floor(AISalvage) = 628953 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 767.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 217 FleetShipBudget *= player.GetHandicapMultiplier() = 217 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 253.13 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 253.13 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 569.55 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/28/2014 4:02:35 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 7:12:07 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 261053 effectiveMetalForSalvageWave = floor(AISalvage) = 261053 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 318.67 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 217 FleetShipBudget *= player.GetHandicapMultiplier() = 217 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 253.13 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 316.41 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 711.93 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:04:49 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:23:11 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 38619 effectiveMetalForSalvageWave = floor(AISalvage) = 38619 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 47.14 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 30 FleetShipBudget *= player.GetHandicapMultiplier() = 30 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 35 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 35 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 78.74 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:07:51 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:24:42 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 852 effectiveMetalForSalvageWave = floor(AISalvage) = 852 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1.04 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 50 FleetShipBudget *= player.GetHandicapMultiplier() = 50 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 58.33 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 72.91 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 164.04 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:10:25 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:26:12 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 140780 effectiveMetalForSalvageWave = floor(AISalvage) = 140780 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 171.85 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 50 FleetShipBudget *= player.GetHandicapMultiplier() = 50 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 58.33 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 58.33 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 131.23 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:13:13 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:27:43 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 852 effectiveMetalForSalvageWave = floor(AISalvage) = 852 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1.04 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 50 FleetShipBudget *= player.GetHandicapMultiplier() = 50 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 58.33 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 72.91 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 164.04 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:15:25 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:29:13 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 314144 effectiveMetalForSalvageWave = floor(AISalvage) = 314144 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 383.48 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 50 FleetShipBudget *= player.GetHandicapMultiplier() = 50 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 58.33 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 58.33 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 131.23 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 383.48 7/29/2014 6:15:25 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 0:29:13 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 50 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 383.48 = FleetShipBudget for this wave's fleet ships = 383.48 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.22 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 MLRS @ 2.53 each = 2.53 1 ZenithParalyzer @ 2 each = 2 1 YounglingWeasel @ 1.33 each = 1.33 1 SpireRailcluster @ 38.4 each = 38.4 1 GrenadeLauncher @ 2 each = 2 2 SpireStealthBattleship @ 38.4 each = 76.8 1 AntiArmorShip @ 1.6 each = 1.6 1 SpireGravityDrain @ 4 each = 4 1 Sniper @ 9.6 each = 9.6 1 Parasite @ 4 each = 4 1 AcidSprayer @ 2 each = 2 1 ZenithMedicFrigate @ 24 each = 24 1 Spider @ 2 each = 2 2 SentinelFrigate @ 10.11 each = 20.21 1 ElectricShuttle @ 8 each = 8 1 ShieldBooster @ 10.11 each = 10.11 1 SpireMiniRam @ 9.6 each = 9.6 1 SpireBladeSpawner @ 57.6 each = 57.6 1 ShieldBearer @ 8 each = 8 2 YounglingNanoswarm @ 1.33 each = 2.67 1 SpireGravityRipper @ 4 each = 4 1 Infiltrator @ 1.2 each = 1.2 1 ZenithPolarizer @ 2 each = 2 1 ImpulseReactionEmitter @ 2 each = 2 1 MunitionsBooster @ 10.11 each = 10.11 1 SpireGravityDrainII @ 8 each = 8 1 SpireStealthBattleshipII @ 76.8 each = 76.8 = After picking fleet ships, FleetShipBudget is now -7.07 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 32.21 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -63.79 == Wave total ships: 31 TypesForDirectAdd count by type: MLRS : 1 ZenithParalyzer : 1 YounglingWeasel : 1 SpireRailcluster : 1 GrenadeLauncher : 1 SpireStealthBattleship : 2 AntiArmorShip : 1 SpireGravityDrain : 1 Sniper : 1 Parasite : 1 AcidSprayer : 1 ZenithMedicFrigate : 1 Spider : 1 SentinelFrigate : 2 ElectricShuttle : 1 ShieldBooster : 1 SpireMiniRam : 1 SpireBladeSpawner : 1 ShieldBearer : 1 YounglingNanoswarm : 2 SpireGravityRipper : 1 Infiltrator : 1 ZenithPolarizer : 1 ImpulseReactionEmitter : 1 MunitionsBooster : 1 SpireGravityDrainII : 1 SpireStealthBattleshipII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 488.54 7/29/2014 6:17:13 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:30:44 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1445 effectiveMetalForSalvageWave = floor(AISalvage) = 1445 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 50 FleetShipBudget *= player.GetHandicapMultiplier() = 50 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 58.33 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 72.91 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 164.04 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:19:30 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:32:15 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 34091 effectiveMetalForSalvageWave = floor(AISalvage) = 34091 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 41.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 50 FleetShipBudget *= player.GetHandicapMultiplier() = 50 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 58.33 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 58.33 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 131.23 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:21:05 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:33:45 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1445 effectiveMetalForSalvageWave = floor(AISalvage) = 1445 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 50 FleetShipBudget *= player.GetHandicapMultiplier() = 50 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 58.33 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 72.91 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 164.04 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:22:36 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:35:16 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 34543 effectiveMetalForSalvageWave = floor(AISalvage) = 34543 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 42.17 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 50 FleetShipBudget *= player.GetHandicapMultiplier() = 50 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 58.33 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 58.33 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 131.23 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:25:42 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:36:46 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1445 effectiveMetalForSalvageWave = floor(AISalvage) = 1445 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 50 FleetShipBudget *= player.GetHandicapMultiplier() = 50 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 58.33 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 72.91 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 164.04 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:29:01 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:38:17 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 85379 effectiveMetalForSalvageWave = floor(AISalvage) = 85379 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 104.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 70 FleetShipBudget *= player.GetHandicapMultiplier() = 70 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 81.66 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 81.66 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 183.72 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:31:01 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:39:47 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1445 effectiveMetalForSalvageWave = floor(AISalvage) = 1445 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 71 FleetShipBudget *= player.GetHandicapMultiplier() = 71 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 82.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 103.53 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 232.94 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:32:33 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:41:18 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 129856 effectiveMetalForSalvageWave = floor(AISalvage) = 129856 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 158.52 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 71 FleetShipBudget *= player.GetHandicapMultiplier() = 71 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 82.82 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 82.82 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 186.35 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:34:03 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:42:48 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1445 effectiveMetalForSalvageWave = floor(AISalvage) = 1445 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1.76 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:35:45 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:44:19 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 134591 effectiveMetalForSalvageWave = floor(AISalvage) = 134591 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 164.3 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:37:39 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:45:49 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 4830 effectiveMetalForSalvageWave = floor(AISalvage) = 4830 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 5.9 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:39:10 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:47:20 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 149245 effectiveMetalForSalvageWave = floor(AISalvage) = 149245 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 182.18 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:40:40 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:48:50 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 7502 effectiveMetalForSalvageWave = floor(AISalvage) = 7502 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 9.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:42:11 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:50:21 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 153213 effectiveMetalForSalvageWave = floor(AISalvage) = 153213 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 187.03 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:43:41 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:51:51 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 7502 effectiveMetalForSalvageWave = floor(AISalvage) = 7502 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 9.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:44:29 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:52:39 normalWaveStrength:339.85 AccumulatedStrengthForNextWave:339.97 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 Because Diff >= 7 and entry_points = 1, entryPointMultiplier = 2 Because game time < 2 hours (3159 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1.44 normalWaveStrength *= entryPointMultiplier = 339.85 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 339.85 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.19 7/29/2014 6:44:29 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 0:52:39 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 72 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 339.97 = FleetShipBudget for this wave's fleet ships = 339.97 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.31 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, SpireMiniRam ** Picked 7 EyeBot @ 4 each = 28 13 MissileShip @ 1.67 each = 21.66 9 Fighter @ 1.67 each = 15 10 Bomber @ 2.5 each = 25 9 VorticularCutlass @ 1.09 each = 9.82 16 Infiltrator @ 1.2 each = 19.2 12 SpireMiniRam @ 9.6 each = 115.2 3 InfiltratorII @ 2.4 each = 7.2 3 FighterII @ 3.33 each = 10 4 VorticularCutlassII @ 2.18 each = 8.73 4 SpireMiniRamII @ 19.2 each = 76.8 1 EyeBotII @ 8 each = 8 1 BomberII @ 5 each = 5 = After picking fleet ships, FleetShipBudget is now -9.63 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 28.55 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -67.45 == Wave total ships: 93 TypesForDirectAdd count by type: EyeBot : 7 MissileShip : 13 Fighter : 9 Bomber : 10 VorticularCutlass : 9 Infiltrator : 16 SpireMiniRam : 12 InfiltratorII : 3 FighterII : 3 VorticularCutlassII : 4 SpireMiniRamII : 4 EyeBotII : 1 BomberII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 448.93 7/29/2014 6:44:47 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 0:52:57 normalWaveStrength:287.24 AccumulatedStrengthForNextWave:287.33 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 Because Diff >= 7 and entry_points = 1, entryPointMultiplier = 2 Because game time < 2 hours (3177 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1.44 normalWaveStrength *= entryPointMultiplier = 272.34 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 287.24 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.15 7/29/2014 6:44:47 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 0:52:57 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 72 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 287.33 = FleetShipBudget for this wave's fleet ships = 287.33 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.31 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 ZenithAutoBomb @ 2 each = 2 3 GrenadeLauncher @ 2 each = 6 3 Bomber @ 2.5 each = 7.5 1 ZenithBeamFrigate @ 4 each = 4 1 ImpulseReactionEmitter @ 2 each = 2 1 BulletproofFighter @ 2.18 each = 2.18 1 SpireRailcluster @ 38.4 each = 38.4 3 ElectricShuttle @ 8 each = 24 1 ArmorShip @ 2.18 each = 2.18 1 SpacePlane @ 1.12 each = 1.12 3 SpireGravityDrain @ 4 each = 12 2 SpireMiniRam @ 9.6 each = 19.2 1 EtherJet @ 1.33 each = 1.33 1 YounglingVulture @ 1.33 each = 1.33 1 TackleDroneLauncher @ 36 each = 36 1 TeleportRaider @ 1.2 each = 1.2 1 MicroFighter @ 1.33 each = 1.33 2 SpaceTank @ 2 each = 4 1 TeleportBattleStation @ 8 each = 8 1 DeflectorDrone @ 0.98 each = 0.98 1 AcidSprayer @ 2 each = 2 1 Fighter @ 1.67 each = 1.67 1 YounglingNanoswarm @ 1.33 each = 1.33 1 SpireTeleportingLeech @ 4 each = 4 1 YounglingWeasel @ 1.33 each = 1.33 1 YounglingCommando @ 1.33 each = 1.33 1 NeinzulScapegoat @ 4 each = 4 1 ZenithBombardment @ 12 each = 12 1 ZenithMedicFrigateII @ 48 each = 48 1 FighterII @ 3.33 each = 3.33 1 ZenithBombardmentII @ 24 each = 24 1 SpireTeleportingLeechII @ 8 each = 8 1 TackleDroneLauncherII @ 72 each = 72 = After picking fleet ships, FleetShipBudget is now -70.43 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 24.13 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -71.87 == Wave total ships: 44 TypesForDirectAdd count by type: ZenithAutoBomb : 1 GrenadeLauncher : 3 Bomber : 3 ZenithBeamFrigate : 1 ImpulseReactionEmitter : 1 BulletproofFighter : 1 SpireRailcluster : 1 ElectricShuttle : 3 ArmorShip : 1 SpacePlane : 1 SpireGravityDrain : 3 SpireMiniRam : 2 EtherJet : 1 YounglingVulture : 1 TackleDroneLauncher : 1 TeleportRaider : 1 MicroFighter : 1 SpaceTank : 2 TeleportBattleStation : 1 DeflectorDrone : 1 AcidSprayer : 1 Fighter : 1 YounglingNanoswarm : 1 SpireTeleportingLeech : 1 YounglingWeasel : 1 YounglingCommando : 1 NeinzulScapegoat : 1 ZenithBombardment : 1 ZenithMedicFrigateII : 1 FighterII : 1 ZenithBombardmentII : 1 SpireTeleportingLeechII : 1 TackleDroneLauncherII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 455.92 7/29/2014 6:45:12 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:53:22 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 155901 effectiveMetalForSalvageWave = floor(AISalvage) = 155901 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 190.31 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:49:09 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:54:52 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 7502 effectiveMetalForSalvageWave = floor(AISalvage) = 7502 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 9.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:50:55 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:56:23 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 315537 effectiveMetalForSalvageWave = floor(AISalvage) = 315537 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 385.18 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 385.18 7/29/2014 6:50:55 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 0:56:23 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 72 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 385.18 = FleetShipBudget for this wave's fleet ships = 385.18 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.31 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 YounglingWeasel @ 1.33 each = 1.33 2 Infiltrator @ 1.2 each = 2.4 1 SpireMiniRam @ 9.6 each = 9.6 1 YounglingVulture @ 1.33 each = 1.33 1 YounglingTiger @ 1.33 each = 1.33 1 ZenithMedicFrigate @ 24 each = 24 1 ZenithParalyzer @ 2 each = 2 2 AntiArmorShip @ 1.6 each = 3.2 1 NeinzulScapegoat @ 4 each = 4 2 ZenithViralShredder @ 2 each = 4 1 Raptor @ 4 each = 4 1 TackleDroneLauncher @ 36 each = 36 1 ZenithSiegeEngine @ 12 each = 12 1 ZenithMirror @ 2 each = 2 1 MissileShip @ 1.67 each = 1.67 1 EyeBot @ 4 each = 4 2 NeinzulRailpod @ 1 each = 2 1 SpireArmorRotter @ 4 each = 4 1 VorticularCutlass @ 1.09 each = 1.09 1 SentinelFrigate @ 10.11 each = 10.11 3 ZenithPolarizer @ 2 each = 6 1 SpaceTank @ 2 each = 2 1 ZenithChameleon @ 2 each = 2 1 TeleportRaider @ 1.2 each = 1.2 2 YounglingFirefly @ 1.33 each = 2.67 1 YounglingShrike @ 1.33 each = 1.33 3 SpireStealthBattleship @ 38.4 each = 115.2 1 SpireRailcluster @ 38.4 each = 38.4 1 Parasite @ 4 each = 4 1 MissileShipII @ 3.33 each = 3.33 1 ShieldBoosterII @ 20.21 each = 20.21 1 ElectricShuttleII @ 16 each = 16 1 ImpulseReactionEmitterII @ 4 each = 4 1 AcidSprayerII @ 4 each = 4 1 YounglingWeaselII @ 2.67 each = 2.67 1 SpireRailclusterII @ 76.8 each = 76.8 = After picking fleet ships, FleetShipBudget is now -44.69 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 32.35 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -63.65 == Wave total ships: 46 TypesForDirectAdd count by type: YounglingWeasel : 1 Infiltrator : 2 SpireMiniRam : 1 YounglingVulture : 1 YounglingTiger : 1 ZenithMedicFrigate : 1 ZenithParalyzer : 1 AntiArmorShip : 2 NeinzulScapegoat : 1 ZenithViralShredder : 2 Raptor : 1 TackleDroneLauncher : 1 ZenithSiegeEngine : 1 ZenithMirror : 1 MissileShip : 1 EyeBot : 1 NeinzulRailpod : 2 SpireArmorRotter : 1 VorticularCutlass : 1 SentinelFrigate : 1 ZenithPolarizer : 3 SpaceTank : 1 ZenithChameleon : 1 TeleportRaider : 1 YounglingFirefly : 2 YounglingShrike : 1 SpireStealthBattleship : 3 SpireRailcluster : 1 Parasite : 1 MissileShipII : 1 ShieldBoosterII : 1 ElectricShuttleII : 1 ImpulseReactionEmitterII : 1 AcidSprayerII : 1 YounglingWeaselII : 1 SpireRailclusterII : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 532.2 7/29/2014 6:52:28 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:57:53 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 7502 effectiveMetalForSalvageWave = floor(AISalvage) = 7502 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 9.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:53:59 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 0:59:24 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 2898 effectiveMetalForSalvageWave = floor(AISalvage) = 2898 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 3.54 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:55:38 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:00:54 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 7502 effectiveMetalForSalvageWave = floor(AISalvage) = 7502 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 9.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:57:09 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:02:25 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 6755 effectiveMetalForSalvageWave = floor(AISalvage) = 6755 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 8.25 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 6:58:39 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:03:55 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 7502 effectiveMetalForSalvageWave = floor(AISalvage) = 7502 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 9.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:00:10 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:05:26 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 10136 effectiveMetalForSalvageWave = floor(AISalvage) = 10136 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 12.37 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:01:04 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:06:56 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 7502 effectiveMetalForSalvageWave = floor(AISalvage) = 7502 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 9.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:01:21 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:08:27 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 13524 effectiveMetalForSalvageWave = floor(AISalvage) = 13524 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 16.51 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:01:37 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:09:57 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 7502 effectiveMetalForSalvageWave = floor(AISalvage) = 7502 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 9.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:01:54 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:11:28 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 17276 effectiveMetalForSalvageWave = floor(AISalvage) = 17276 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 21.09 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:02:10 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:12:58 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 7502 effectiveMetalForSalvageWave = floor(AISalvage) = 7502 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 9.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:02:27 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:14:29 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 20972 effectiveMetalForSalvageWave = floor(AISalvage) = 20972 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 25.6 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:02:27 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:14:33 normalWaveStrength:245.91 AccumulatedStrengthForNextWave:246.05 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 Because Diff >= 7 and entry_points = 2, entryPointMultiplier = 1 Because game time < 2 hours (4473 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1 normalWaveStrength *= entryPointMultiplier = 236.22 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 245.91 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.19 7/29/2014 7:02:27 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:14:33 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 72 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 246.05 = FleetShipBudget for this wave's fleet ships = 246.05 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.31 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, SpireMiniRam ** Picked 7 EyeBot @ 4 each = 28 9 SpireMiniRam @ 9.6 each = 86.4 6 Infiltrator @ 1.2 each = 7.2 7 VorticularCutlass @ 1.09 each = 7.64 6 MissileShip @ 1.67 each = 10 6 Bomber @ 2.5 each = 15 10 Fighter @ 1.67 each = 16.67 2 InfiltratorII @ 2.4 each = 4.8 1 FighterII @ 3.33 each = 3.33 3 SpireMiniRamII @ 19.2 each = 57.6 3 MissileShipII @ 3.33 each = 10 = After picking fleet ships, FleetShipBudget is now -0.57 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 20.66 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -75.34 == Wave total ships: 61 TypesForDirectAdd count by type: EyeBot : 7 SpireMiniRam : 9 Infiltrator : 6 VorticularCutlass : 7 MissileShip : 6 Bomber : 6 Fighter : 10 InfiltratorII : 2 FighterII : 1 SpireMiniRamII : 3 MissileShipII : 3 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 347.63 7/29/2014 7:02:35 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:15:12 normalWaveStrength:200 AccumulatedStrengthForNextWave:200.12 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 Because Diff >= 7 and entry_points = 2, entryPointMultiplier = 1 Because game time < 2 hours (4512 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1 normalWaveStrength *= entryPointMultiplier = 188.97 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 194.14 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.15 7/29/2014 7:02:35 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:15:12 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 72 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 200.12 = FleetShipBudget for this wave's fleet ships = 200.12 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.31 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 SpaceTank @ 2 each = 2 1 SpireGravityDrain @ 4 each = 4 1 Raptor @ 4 each = 4 1 ZenithReprocessor @ 24 each = 24 2 ZenithSiegeEngine @ 12 each = 24 1 YounglingTiger @ 1.33 each = 1.33 2 SpireRailcluster @ 38.4 each = 76.8 1 YounglingShrike @ 1.33 each = 1.33 1 ZenithChameleon @ 2 each = 2 1 AcidSprayerII @ 4 each = 4 1 RaptorII @ 8 each = 8 1 SpiderII @ 4 each = 4 1 TackleDroneLauncherII @ 72 each = 72 = After picking fleet ships, FleetShipBudget is now -27.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.81 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -79.19 == Wave total ships: 16 TypesForDirectAdd count by type: SpaceTank : 1 SpireGravityDrain : 1 Raptor : 1 ZenithReprocessor : 1 ZenithSiegeEngine : 2 YounglingTiger : 1 SpireRailcluster : 2 YounglingShrike : 1 ZenithChameleon : 1 AcidSprayerII : 1 RaptorII : 1 SpiderII : 1 TackleDroneLauncherII : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 324.8 7/29/2014 7:02:50 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:15:59 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 7502 effectiveMetalForSalvageWave = floor(AISalvage) = 7502 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 9.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:03:06 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:17:30 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 25088 effectiveMetalForSalvageWave = floor(AISalvage) = 25088 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 30.63 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:03:30 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:19:00 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 7502 effectiveMetalForSalvageWave = floor(AISalvage) = 7502 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 9.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 104.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 236.22 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:03:47 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:20:31 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 29300 effectiveMetalForSalvageWave = floor(AISalvage) = 29300 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 35.77 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 72 FleetShipBudget *= player.GetHandicapMultiplier() = 72 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 83.99 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 83.99 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 188.97 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:04:22 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:22:01 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 7502 effectiveMetalForSalvageWave = floor(AISalvage) = 7502 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 9.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:04:38 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:23:32 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 31082 effectiveMetalForSalvageWave = floor(AISalvage) = 31082 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 37.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:47:50 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:25:02 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 7502 effectiveMetalForSalvageWave = floor(AISalvage) = 7502 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 9.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:52:52 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:26:33 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 31082 effectiveMetalForSalvageWave = floor(AISalvage) = 31082 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 37.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:54:45 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:28:03 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 34655 effectiveMetalForSalvageWave = floor(AISalvage) = 34655 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 42.3 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:57:36 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:29:34 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 31082 effectiveMetalForSalvageWave = floor(AISalvage) = 31082 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 37.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 7:59:41 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:31:04 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 125385 effectiveMetalForSalvageWave = floor(AISalvage) = 125385 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 153.06 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:02:13 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:32:35 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 31082 effectiveMetalForSalvageWave = floor(AISalvage) = 31082 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 37.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:04:40 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:34:05 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 129105 effectiveMetalForSalvageWave = floor(AISalvage) = 129105 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 157.6 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:06:11 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:35:36 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 31082 effectiveMetalForSalvageWave = floor(AISalvage) = 31082 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 37.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:07:52 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:37:06 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 212776 effectiveMetalForSalvageWave = floor(AISalvage) = 212776 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 259.74 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:08:03 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:37:17 normalWaveStrength:303.9 AccumulatedStrengthForNextWave:304.01 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 Because Diff >= 7 and entry_points = 2, entryPointMultiplier = 1 Because game time < 2 hours (5837 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1 normalWaveStrength *= entryPointMultiplier = 301.83 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 303.9 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 7/29/2014 8:08:03 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:37:17 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 304.01 = FleetShipBudget for this wave's fleet ships = 304.01 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, SpireMiniRam ** Picked 10 SpireMiniRam @ 9.6 each = 96 6 MissileShip @ 1.67 each = 10 9 Bomber @ 2.5 each = 22.5 11 VorticularCutlass @ 1.09 each = 12 7 Fighter @ 1.67 each = 11.67 8 EyeBot @ 4 each = 32 1 Infiltrator @ 1.2 each = 1.2 4 InfiltratorII @ 2.4 each = 9.6 7 EyeBotII @ 8 each = 56 3 SpireMiniRamII @ 19.2 each = 57.6 1 MissileShipII @ 3.33 each = 3.33 1 FighterII @ 3.33 each = 3.33 = After picking fleet ships, FleetShipBudget is now -11.22 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 25.53 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -70.47 == Wave total ships: 69 TypesForDirectAdd count by type: SpireMiniRam : 10 MissileShip : 6 Bomber : 9 VorticularCutlass : 11 Fighter : 7 EyeBot : 8 Infiltrator : 1 InfiltratorII : 4 EyeBotII : 7 SpireMiniRamII : 3 MissileShipII : 1 FighterII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 412.39 7/29/2014 8:09:38 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:38:37 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 31082 effectiveMetalForSalvageWave = floor(AISalvage) = 31082 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 37.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:09:41 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 1:38:40 normalWaveStrength:253.02 AccumulatedStrengthForNextWave:253.11 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 Because Diff >= 7 and entry_points = 2, entryPointMultiplier = 1 Because game time < 2 hours (5920 seconds), using interpolation between non-modified and entry-point-modified range, entryPointMultiplier = 1 normalWaveStrength *= entryPointMultiplier = 241.47 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 253.02 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.19 7/29/2014 8:09:41 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 1:38:40 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 253.11 = FleetShipBudget for this wave's fleet ships = 253.11 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 16 SentinelFrigate @ 10.11 each = 161.68 ** Picked 5 SentinelFrigateII @ 20.21 each = 101.05 = After picking fleet ships, FleetShipBudget is now -9.63 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 21.26 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -74.74 == Wave total ships: 22 TypesForDirectAdd count by type: SentinelFrigate : 16 SentinelFrigateII : 5 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 358.74 7/29/2014 8:11:18 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:40:07 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 252606 effectiveMetalForSalvageWave = floor(AISalvage) = 252606 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 308.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:13:18 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:41:38 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 31082 effectiveMetalForSalvageWave = floor(AISalvage) = 31082 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 37.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:15:23 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:43:08 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 271346 effectiveMetalForSalvageWave = floor(AISalvage) = 271346 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 331.23 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:17:40 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:44:39 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 31082 effectiveMetalForSalvageWave = floor(AISalvage) = 31082 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 37.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 130.65 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 293.96 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:19:40 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:46:09 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 284991 effectiveMetalForSalvageWave = floor(AISalvage) = 284991 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 347.89 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 163.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 367.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:21:11 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:47:40 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 31082 effectiveMetalForSalvageWave = floor(AISalvage) = 31082 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 37.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 130.65 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 293.96 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:22:41 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:49:10 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 284991 effectiveMetalForSalvageWave = floor(AISalvage) = 284991 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 347.89 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 163.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 367.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:24:12 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:50:41 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 31082 effectiveMetalForSalvageWave = floor(AISalvage) = 31082 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 37.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 130.65 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 293.96 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:25:42 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:52:11 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 284991 effectiveMetalForSalvageWave = floor(AISalvage) = 284991 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 347.89 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 163.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 367.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:27:32 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:53:42 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 38226 effectiveMetalForSalvageWave = floor(AISalvage) = 38226 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 46.66 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 130.65 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 293.96 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:29:02 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:55:12 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 284991 effectiveMetalForSalvageWave = floor(AISalvage) = 284991 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 347.89 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 163.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 367.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:30:33 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:56:43 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 79005 effectiveMetalForSalvageWave = floor(AISalvage) = 79005 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 96.44 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 130.65 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 293.96 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:32:03 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:58:13 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 284991 effectiveMetalForSalvageWave = floor(AISalvage) = 284991 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 347.89 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 163.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 367.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:33:34 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 1:59:44 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 116624 effectiveMetalForSalvageWave = floor(AISalvage) = 116624 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 142.36 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 130.65 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 293.96 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:34:07 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 2:00:17 normalWaveStrength:380.01 AccumulatedStrengthForNextWave:380.12 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 163.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 367.45 Because Diff >= 7 and entry_points = 2, entryPointMultiplier = 1 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 367.45 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 380.01 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.29 7/29/2014 8:34:07 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:00:17 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 112 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 380.12 = FleetShipBudget for this wave's fleet ships = 380.12 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.49 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, SpireMiniRam ** Picked 6 EyeBot @ 4 each = 24 10 MissileShip @ 1.67 each = 16.67 6 Bomber @ 2.5 each = 15 11 SpireMiniRam @ 9.6 each = 105.6 12 Fighter @ 1.67 each = 20 11 VorticularCutlass @ 1.09 each = 12 7 Infiltrator @ 1.2 each = 8.4 7 MissileShipII @ 3.33 each = 23.33 5 InfiltratorII @ 2.4 each = 12 1 BomberII @ 5 each = 5 5 EyeBotII @ 8 each = 40 5 SpireMiniRamII @ 19.2 each = 96 4 FighterII @ 3.33 each = 13.33 3 VorticularCutlassII @ 2.18 each = 6.54 = After picking fleet ships, FleetShipBudget is now -17.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 31.92 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -64.08 == Wave total ships: 94 TypesForDirectAdd count by type: EyeBot : 6 MissileShip : 10 Bomber : 6 SpireMiniRam : 11 Fighter : 12 VorticularCutlass : 11 Infiltrator : 7 MissileShipII : 7 InfiltratorII : 5 BomberII : 1 EyeBotII : 5 SpireMiniRamII : 5 FighterII : 4 VorticularCutlassII : 3 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 504.53 7/29/2014 8:35:35 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:01:14 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 284991 effectiveMetalForSalvageWave = floor(AISalvage) = 284991 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 347.89 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 163.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 367.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:36:27 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 2:02:00 normalWaveStrength:312.04 AccumulatedStrengthForNextWave:312.1 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 130.65 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 293.96 Because Diff >= 7 and entry_points = 2, entryPointMultiplier = 1 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 293.96 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 312.04 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.23 7/29/2014 8:36:27 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:02:00 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 112 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 312.1 = FleetShipBudget for this wave's fleet ships = 312.1 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.49 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 Sniper @ 9.6 each = 9.6 2 SpireGravityDrain @ 4 each = 8 2 Raptor @ 4 each = 8 1 YounglingCommando @ 1.33 each = 1.33 1 TeleportRaider @ 1.2 each = 1.2 1 EyeBot @ 4 each = 4 2 NeinzulRailpod @ 1 each = 2 1 SpireArmorRotter @ 4 each = 4 1 ZenithMirror @ 2 each = 2 1 BulletproofFighter @ 2.18 each = 2.18 1 ZenithParalyzer @ 2 each = 2 1 VampireClaw @ 3.43 each = 3.43 2 SpireMiniRam @ 9.6 each = 19.2 3 NeinzulScapegoat @ 4 each = 12 1 ElectricShuttle @ 8 each = 8 1 Parasite @ 4 each = 4 1 VorticularCutlass @ 1.09 each = 1.09 2 MLRS @ 2.53 each = 5.05 1 Spider @ 2 each = 2 1 YounglingShrike @ 1.33 each = 1.33 1 MunitionsBooster @ 10.11 each = 10.11 1 MicroFighter @ 1.33 each = 1.33 1 SpacePlane @ 1.12 each = 1.12 1 EtherJet @ 1.33 each = 1.33 2 ImpulseReactionEmitter @ 2 each = 4 1 AcidSprayer @ 2 each = 2 2 ZenithViralShredder @ 2 each = 4 1 SpaceTank @ 2 each = 2 1 GrenadeLauncher @ 2 each = 2 1 ZenithSiegeEngine @ 12 each = 12 1 SpireTractorPlatform @ 38.4 each = 38.4 1 SpireBladeSpawnerII @ 115.2 each = 115.2 1 MunitionsBoosterII @ 20.21 each = 20.21 = After picking fleet ships, FleetShipBudget is now -2.02 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 26.21 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -69.79 == Wave total ships: 43 TypesForDirectAdd count by type: Sniper : 1 SpireGravityDrain : 2 Raptor : 2 YounglingCommando : 1 TeleportRaider : 1 EyeBot : 1 NeinzulRailpod : 2 SpireArmorRotter : 1 ZenithMirror : 1 BulletproofFighter : 1 ZenithParalyzer : 1 VampireClaw : 1 SpireMiniRam : 2 NeinzulScapegoat : 3 ElectricShuttle : 1 Parasite : 1 VorticularCutlass : 1 MLRS : 2 Spider : 1 YounglingShrike : 1 MunitionsBooster : 1 MicroFighter : 1 SpacePlane : 1 EtherJet : 1 ImpulseReactionEmitter : 2 AcidSprayer : 1 ZenithViralShredder : 2 SpaceTank : 1 GrenadeLauncher : 1 ZenithSiegeEngine : 1 SpireTractorPlatform : 1 SpireBladeSpawnerII : 1 MunitionsBoosterII : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 411.45 7/29/2014 8:37:12 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:02:45 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 473733 effectiveMetalForSalvageWave = floor(AISalvage) = 473733 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 578.29 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 130.65 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 293.96 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 578.29 7/29/2014 8:37:12 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:02:45 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 112 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 578.29 = FleetShipBudget for this wave's fleet ships = 578.29 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.49 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 3 SpireArmorRotter @ 4 each = 12 1 ZenithAutoBomb @ 2 each = 2 2 BulletproofFighter @ 2.18 each = 4.36 1 DeflectorDrone @ 0.98 each = 0.98 1 ZenithMedicFrigate @ 24 each = 24 4 Sniper @ 9.6 each = 38.4 1 MicroFighter @ 1.33 each = 1.33 1 YounglingCommando @ 1.33 each = 1.33 1 VorticularCutlass @ 1.09 each = 1.09 1 NeinzulRailpod @ 1 each = 1 1 ImpulseReactionEmitter @ 2 each = 2 1 AutocannonMinipod @ 0.98 each = 0.98 1 ZenithReprocessor @ 24 each = 24 2 ZenithPolarizer @ 2 each = 4 1 ZenithViralShredder @ 2 each = 2 2 YounglingFirefly @ 1.33 each = 2.67 1 NeinzulScapegoat @ 4 each = 4 3 Bomber @ 2.5 each = 7.5 1 SpireTractorPlatform @ 38.4 each = 38.4 1 Raider @ 1.6 each = 1.6 3 SpireGravityRipper @ 4 each = 12 2 VampireClaw @ 3.43 each = 6.86 1 ArmorShip @ 2.18 each = 2.18 1 AcidSprayer @ 2 each = 2 1 YounglingVulture @ 1.33 each = 1.33 1 ZenithBeamFrigate @ 4 each = 4 2 ElectricShuttle @ 8 each = 16 1 SpireBladeSpawner @ 57.6 each = 57.6 1 ZenithParalyzer @ 2 each = 2 1 SpireMiniRam @ 9.6 each = 9.6 1 SpireTeleportingLeech @ 4 each = 4 1 TeleportBattleStation @ 8 each = 8 1 AntiArmorShipII @ 3.2 each = 3.2 1 ZenithSiegeEngineII @ 24 each = 24 1 GrenadeLauncherII @ 4 each = 4 1 ZenithHydraII @ 12 each = 12 4 ElectricShuttleII @ 16 each = 64 2 YounglingTigerII @ 2.67 each = 5.33 1 DeflectorDroneII @ 1.96 each = 1.96 1 EyeBotII @ 8 each = 8 1 LazerGatlingII @ 1.41 each = 1.41 1 ZenithViralShredderII @ 4 each = 4 1 SniperII @ 19.2 each = 19.2 1 NeinzulScapegoatII @ 4 each = 4 1 ShieldBearerII @ 16 each = 16 2 VampireClawII @ 6.86 each = 13.71 1 SpacePlaneII @ 2.23 each = 2.23 1 NeinzulRailpodII @ 2 each = 2 1 YounglingShrikeII @ 2.67 each = 2.67 1 InfiltratorII @ 2.4 each = 2.4 1 AcidSprayerII @ 4 each = 4 1 MunitionsBoosterII @ 20.21 each = 20.21 1 ArmorShipII @ 4.36 each = 4.36 1 ZenithBeamFrigateII @ 8 each = 8 1 MicroFighterII @ 2.67 each = 2.67 1 ZenithReprocessorII @ 48 each = 48 1 MissileShipII @ 3.33 each = 3.33 = After picking fleet ships, FleetShipBudget is now -1.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 48.57 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -47.43 == Wave total ships: 77 TypesForDirectAdd count by type: SpireArmorRotter : 3 ZenithAutoBomb : 1 BulletproofFighter : 2 DeflectorDrone : 1 ZenithMedicFrigate : 1 Sniper : 4 MicroFighter : 1 YounglingCommando : 1 VorticularCutlass : 1 NeinzulRailpod : 1 ImpulseReactionEmitter : 1 AutocannonMinipod : 1 ZenithReprocessor : 1 ZenithPolarizer : 2 ZenithViralShredder : 1 YounglingFirefly : 2 NeinzulScapegoat : 1 Bomber : 3 SpireTractorPlatform : 1 Raider : 1 SpireGravityRipper : 3 VampireClaw : 2 ArmorShip : 1 AcidSprayer : 1 YounglingVulture : 1 ZenithBeamFrigate : 1 ElectricShuttle : 2 SpireBladeSpawner : 1 ZenithParalyzer : 1 SpireMiniRam : 1 SpireTeleportingLeech : 1 TeleportBattleStation : 1 AntiArmorShipII : 1 ZenithSiegeEngineII : 1 GrenadeLauncherII : 1 ZenithHydraII : 1 ElectricShuttleII : 4 YounglingTigerII : 2 DeflectorDroneII : 1 EyeBotII : 1 LazerGatlingII : 1 ZenithViralShredderII : 1 SniperII : 1 NeinzulScapegoatII : 1 ShieldBearerII : 1 VampireClawII : 2 SpacePlaneII : 1 NeinzulRailpodII : 1 YounglingShrikeII : 1 InfiltratorII : 1 AcidSprayerII : 1 MunitionsBoosterII : 1 ArmorShipII : 1 ZenithBeamFrigateII : 1 MicroFighterII : 1 ZenithReprocessorII : 1 MissileShipII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 681.73 7/29/2014 8:38:42 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:04:15 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 284991 effectiveMetalForSalvageWave = floor(AISalvage) = 284991 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 347.89 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 163.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 367.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:40:44 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:05:58 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 33212 effectiveMetalForSalvageWave = floor(AISalvage) = 33212 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 40.54 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 130.65 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 293.96 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:43:21 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:07:16 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 284991 effectiveMetalForSalvageWave = floor(AISalvage) = 284991 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 347.89 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 163.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 367.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:46:41 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:08:59 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54492 effectiveMetalForSalvageWave = floor(AISalvage) = 54492 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.52 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 130.65 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 293.96 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:48:41 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:10:17 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 311683 effectiveMetalForSalvageWave = floor(AISalvage) = 311683 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 380.47 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 163.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 367.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:50:24 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:12:00 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54492 effectiveMetalForSalvageWave = floor(AISalvage) = 54492 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.52 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 130.65 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 293.96 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:52:55 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:13:18 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 357194 effectiveMetalForSalvageWave = floor(AISalvage) = 357194 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 436.03 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 163.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 367.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:55:59 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:15:01 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54492 effectiveMetalForSalvageWave = floor(AISalvage) = 54492 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.52 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 130.65 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 293.96 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:57:17 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:16:19 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 402233 effectiveMetalForSalvageWave = floor(AISalvage) = 402233 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 491.01 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 112 FleetShipBudget *= player.GetHandicapMultiplier() = 112 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 130.65 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 163.31 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 367.45 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 8:57:23 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 2:16:25 normalWaveStrength:200 AccumulatedStrengthForNextWave:201.64 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 Because Diff >= 7 and entry_points = 3, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 193.13 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 195.77 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.19 7/29/2014 8:57:23 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:16:25 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 201.64 = FleetShipBudget for this wave's fleet ships = 201.64 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 31 SpireGravityRipper @ 4 each = 124 ** Picked 10 SpireGravityRipperII @ 8 each = 80 = After picking fleet ships, FleetShipBudget is now -2.36 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.93 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -79.07 == Wave total ships: 42 TypesForDirectAdd count by type: SpireGravityRipper : 31 SpireGravityRipperII : 10 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 300 7/29/2014 8:57:23 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 2:16:25 normalWaveStrength:252.96 AccumulatedStrengthForNextWave:282.12 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 Because Diff >= 7 and entry_points = 3, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 241.41 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 252.96 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 7/29/2014 8:57:23 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:16:25 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 282.12 = FleetShipBudget for this wave's fleet ships = 282.12 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, SpireMiniRam ** Picked 7 Bomber @ 2.5 each = 17.5 8 Fighter @ 1.67 each = 13.33 11 VorticularCutlass @ 1.09 each = 12 4 Infiltrator @ 1.2 each = 4.8 9 EyeBot @ 4 each = 36 12 MissileShip @ 1.67 each = 20 7 SpireMiniRam @ 9.6 each = 67.2 4 SpireMiniRamII @ 19.2 each = 76.8 3 VorticularCutlassII @ 2.18 each = 6.54 5 BomberII @ 5 each = 25.01 1 InfiltratorII @ 2.4 each = 2.4 1 FighterII @ 3.33 each = 3.33 = After picking fleet ships, FleetShipBudget is now -2.79 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 23.69 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -72.31 == Wave total ships: 73 TypesForDirectAdd count by type: Bomber : 7 Fighter : 8 VorticularCutlass : 11 Infiltrator : 4 EyeBot : 9 MissileShip : 12 SpireMiniRam : 7 SpireMiniRamII : 4 VorticularCutlassII : 3 BomberII : 5 InfiltratorII : 1 FighterII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 379.74 7/29/2014 8:59:00 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:18:02 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 54596 effectiveMetalForSalvageWave = floor(AISalvage) = 54596 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 66.65 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/29/2014 9:00:56 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:19:20 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 446463 effectiveMetalForSalvageWave = floor(AISalvage) = 446463 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 545 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 545 7/29/2014 9:00:56 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:19:20 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 545 = FleetShipBudget for this wave's fleet ships = 545 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, SpireMiniRam ** Picked 35 SpireMiniRam @ 9.6 each = 335.99 ** Picked 11 SpireMiniRamII @ 19.2 each = 211.19 = After picking fleet ships, FleetShipBudget is now -2.18 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 45.77 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -50.23 == Wave total ships: 47 TypesForDirectAdd count by type: SpireMiniRam : 35 SpireMiniRamII : 11 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 643.18 7/30/2014 7:39:30 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:21:03 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 56265 effectiveMetalForSalvageWave = floor(AISalvage) = 56265 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 68.68 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 7:42:05 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:22:21 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 23640 effectiveMetalForSalvageWave = floor(AISalvage) = 23640 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 28.86 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 7:44:03 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:24:04 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 69935 effectiveMetalForSalvageWave = floor(AISalvage) = 69935 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 85.37 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 7:46:26 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:25:22 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 33427 effectiveMetalForSalvageWave = floor(AISalvage) = 33427 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 40.8 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 7:49:29 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:27:05 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 201511 effectiveMetalForSalvageWave = floor(AISalvage) = 201511 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 245.99 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 7:51:10 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:28:23 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 135938 effectiveMetalForSalvageWave = floor(AISalvage) = 135938 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 165.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 7:53:07 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:30:06 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 334538 effectiveMetalForSalvageWave = floor(AISalvage) = 334538 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 408.37 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 408.37 7/30/2014 7:53:07 AM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:30:06 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 408.37 = FleetShipBudget for this wave's fleet ships = 408.37 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 ZenithViralShredder @ 2 each = 2 1 VorticularCutlass @ 1.09 each = 1.09 1 ShieldBooster @ 10.11 each = 10.11 2 Saboteur @ 4.8 each = 9.6 3 GrenadeLauncher @ 2 each = 6 3 Infiltrator @ 1.2 each = 3.6 1 SentinelFrigate @ 10.11 each = 10.11 2 NeinzulRailpod @ 1 each = 2 2 ZenithBombardment @ 12 each = 24 1 TackleDroneLauncher @ 36 each = 36 1 SpireTractorPlatform @ 38.4 each = 38.4 1 Spider @ 2 each = 2 1 YounglingVulture @ 1.33 each = 1.33 1 TeleportRaider @ 1.2 each = 1.2 1 YounglingShrike @ 1.33 each = 1.33 1 Sniper @ 9.6 each = 9.6 1 ZenithMirror @ 2 each = 2 1 EtherJet @ 1.33 each = 1.33 1 ZenithAutoBomb @ 2 each = 2 1 SpireBladeSpawner @ 57.6 each = 57.6 1 SpireArmorRotter @ 4 each = 4 1 AutocannonMinipod @ 0.98 each = 0.98 3 SpireTeleportingLeech @ 4 each = 12 1 ArmorShip @ 2.18 each = 2.18 1 Bomber @ 2.5 each = 2.5 1 YounglingCommando @ 1.33 each = 1.33 1 ImpulseReactionEmitter @ 2 each = 2 1 ImpulseReactionEmitterII @ 4 each = 4 1 ZenithViralShredderII @ 4 each = 4 1 DeflectorDroneII @ 1.96 each = 1.96 1 SpireStealthBattleshipII @ 76.8 each = 76.8 1 SpireGravityRipperII @ 8 each = 8 1 MicroFighterII @ 2.67 each = 2.67 2 SpaceTankII @ 4 each = 8 1 ZenithPolarizerII @ 4 each = 4 1 YounglingFireflyII @ 2.67 each = 2.67 1 SpireBladeSpawnerII @ 115.2 each = 115.2 = After picking fleet ships, FleetShipBudget is now -65.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 34.3 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -61.7 == Wave total ships: 48 TypesForDirectAdd count by type: ZenithViralShredder : 1 VorticularCutlass : 1 ShieldBooster : 1 Saboteur : 2 GrenadeLauncher : 3 Infiltrator : 3 SentinelFrigate : 1 NeinzulRailpod : 2 ZenithBombardment : 2 TackleDroneLauncher : 1 SpireTractorPlatform : 1 Spider : 1 YounglingVulture : 1 TeleportRaider : 1 YounglingShrike : 1 Sniper : 1 ZenithMirror : 1 EtherJet : 1 ZenithAutoBomb : 1 SpireBladeSpawner : 1 SpireArmorRotter : 1 AutocannonMinipod : 1 SpireTeleportingLeech : 3 ArmorShip : 1 Bomber : 1 YounglingCommando : 1 ImpulseReactionEmitter : 1 ImpulseReactionEmitterII : 1 ZenithViralShredderII : 1 DeflectorDroneII : 1 SpireStealthBattleshipII : 1 SpireGravityRipperII : 1 MicroFighterII : 1 SpaceTankII : 2 ZenithPolarizerII : 1 YounglingFireflyII : 1 SpireBladeSpawnerII : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 572.42 7/30/2014 7:57:04 AM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:31:24 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 139688 effectiveMetalForSalvageWave = floor(AISalvage) = 139688 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 170.52 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 2:29:30 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 2:33:48 normalWaveStrength:200 AccumulatedStrengthForNextWave:200.02 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 Because Diff >= 7 and entry_points = 3, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 193.13 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 194.45 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.19 7/30/2014 2:29:30 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:33:48 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 200.02 = FleetShipBudget for this wave's fleet ships = 200.02 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 16 ElectricShuttle @ 8 each = 128 ** Picked 5 ElectricShuttleII @ 16 each = 80 = After picking fleet ships, FleetShipBudget is now -7.98 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -79.2 == Wave total ships: 22 TypesForDirectAdd count by type: ElectricShuttle : 16 ElectricShuttleII : 5 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 304 7/30/2014 2:29:32 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:33:50 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 85330 effectiveMetalForSalvageWave = floor(AISalvage) = 85330 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 104.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 2:30:27 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 2:34:07 normalWaveStrength:254.61 AccumulatedStrengthForNextWave:254.83 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 Because Diff >= 7 and entry_points = 3, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 241.41 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 254.61 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 7/30/2014 2:30:27 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:34:07 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 254.83 = FleetShipBudget for this wave's fleet ships = 254.83 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Bomber AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Bomber waves try to spend 90% of the strength budget on types from the Bomber group * called PickUnitsForWave with: Bomber ** Picked 56 Bomber @ 2.5 each = 140.03 18 BomberII @ 5 each = 90.02 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 1 Fighter @ 1.67 each = 1.67 2 SpireMiniRam @ 9.6 each = 19.2 1 VorticularCutlass @ 1.09 each = 1.09 1 MissileShipII @ 3.33 each = 3.33 = After picking fleet ships, FleetShipBudget is now -0.51 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 21.4 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -74.6 == Wave total ships: 80 TypesForDirectAdd count by type: Bomber : 56 BomberII : 18 Fighter : 1 SpireMiniRam : 2 VorticularCutlass : 1 MissileShipII : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 306.29 7/30/2014 2:30:45 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:34:25 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 193795 effectiveMetalForSalvageWave = floor(AISalvage) = 193795 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 236.57 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 2:33:30 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:36:51 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 85330 effectiveMetalForSalvageWave = floor(AISalvage) = 85330 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 104.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 2:34:14 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:37:26 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 285366 effectiveMetalForSalvageWave = floor(AISalvage) = 285366 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 348.35 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 2:39:51 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:39:52 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 85330 effectiveMetalForSalvageWave = floor(AISalvage) = 85330 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 104.16 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 2:41:10 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:40:27 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 380713 effectiveMetalForSalvageWave = floor(AISalvage) = 380713 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 464.74 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 464.74 7/30/2014 2:41:10 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:40:27 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 464.74 = FleetShipBudget for this wave's fleet ships = 464.74 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 8 VorticularCutlass @ 1.09 each = 8.73 8 Bomber @ 2.5 each = 20 14 MissileShip @ 1.67 each = 23.33 11 SpireMiniRam @ 9.6 each = 105.6 11 Infiltrator @ 1.2 each = 13.2 15 ZenithBeamFrigate @ 4 each = 60 11 EyeBot @ 4 each = 44 8 Fighter @ 1.67 each = 13.33 6 FighterII @ 3.33 each = 20 5 BomberII @ 5 each = 25.01 6 MissileShipII @ 3.33 each = 20 3 VorticularCutlassII @ 2.18 each = 6.54 5 SpireMiniRamII @ 19.2 each = 96 1 ZenithBeamFrigateII @ 8 each = 8 2 InfiltratorII @ 2.4 each = 4.8 = After picking fleet ships, FleetShipBudget is now -3.79 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 39.03 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -56.97 == Wave total ships: 115 TypesForDirectAdd count by type: VorticularCutlass : 8 Bomber : 8 MissileShip : 14 SpireMiniRam : 11 Infiltrator : 11 ZenithBeamFrigate : 15 EyeBot : 11 Fighter : 8 FighterII : 6 BomberII : 5 MissileShipII : 6 VorticularCutlassII : 3 SpireMiniRamII : 5 ZenithBeamFrigateII : 1 InfiltratorII : 2 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 570.86 7/30/2014 2:45:41 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:42:53 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 88822 effectiveMetalForSalvageWave = floor(AISalvage) = 88822 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 108.43 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 2:46:16 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:43:28 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 96110 effectiveMetalForSalvageWave = floor(AISalvage) = 96110 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 117.32 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 2:52:20 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:45:54 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 93090 effectiveMetalForSalvageWave = floor(AISalvage) = 93090 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.64 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 2:53:19 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:46:29 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 237564 effectiveMetalForSalvageWave = floor(AISalvage) = 237564 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 290 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 2:55:45 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:48:55 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 93090 effectiveMetalForSalvageWave = floor(AISalvage) = 93090 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.64 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 2:56:43 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:49:30 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 378549 effectiveMetalForSalvageWave = floor(AISalvage) = 378549 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 462.1 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 462.1 7/30/2014 2:56:43 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:49:30 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 462.1 = FleetShipBudget for this wave's fleet ships = 462.1 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 6 EyeBot @ 4 each = 24 16 SpireMiniRam @ 9.6 each = 153.59 9 Infiltrator @ 1.2 each = 10.8 6 VorticularCutlass @ 1.09 each = 6.54 8 Fighter @ 1.67 each = 13.33 11 ZenithBeamFrigate @ 4 each = 44 8 MissileShip @ 1.67 each = 13.33 7 Bomber @ 2.5 each = 17.5 5 VorticularCutlassII @ 2.18 each = 10.91 3 ZenithBeamFrigateII @ 8 each = 24 2 MissileShipII @ 3.33 each = 6.67 4 BomberII @ 5 each = 20 5 SpireMiniRamII @ 19.2 each = 96 2 EyeBotII @ 8 each = 16 2 FighterII @ 3.33 each = 6.67 1 InfiltratorII @ 2.4 each = 2.4 = After picking fleet ships, FleetShipBudget is now -3.65 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 38.81 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -57.19 == Wave total ships: 96 TypesForDirectAdd count by type: EyeBot : 6 SpireMiniRam : 16 Infiltrator : 9 VorticularCutlass : 6 Fighter : 8 ZenithBeamFrigate : 11 MissileShip : 8 Bomber : 7 VorticularCutlassII : 5 ZenithBeamFrigateII : 3 MissileShipII : 2 BomberII : 4 SpireMiniRamII : 5 EyeBotII : 2 FighterII : 2 InfiltratorII : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 562.24 7/30/2014 3:00:21 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 2:51:16 normalWaveStrength:246.36 AccumulatedStrengthForNextWave:246.45 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 Because Diff >= 7 and entry_points = 3, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 241.41 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 246.36 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 7/30/2014 3:00:21 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:51:16 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 246.45 = FleetShipBudget for this wave's fleet ships = 246.45 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 60 Bomber @ 2.5 each = 150.03 ** Picked 20 BomberII @ 5 each = 100.02 = After picking fleet ships, FleetShipBudget is now -3.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 20.7 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -75.3 == Wave total ships: 81 TypesForDirectAdd count by type: Bomber : 60 BomberII : 20 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 296 7/30/2014 3:00:49 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 2:51:33 normalWaveStrength:203.69 AccumulatedStrengthForNextWave:203.85 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 Because Diff >= 7 and entry_points = 3, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 193.13 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 203.69 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.19 7/30/2014 3:00:49 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:51:33 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 203.85 = FleetShipBudget for this wave's fleet ships = 203.85 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 31 ZenithBeamFrigate @ 4 each = 124 ** Picked 10 ZenithBeamFrigateII @ 8 each = 80 = After picking fleet ships, FleetShipBudget is now -0.15 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 17.12 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -78.88 == Wave total ships: 42 TypesForDirectAdd count by type: ZenithBeamFrigate : 31 ZenithBeamFrigateII : 10 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 300 7/30/2014 3:01:23 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:51:56 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 93090 effectiveMetalForSalvageWave = floor(AISalvage) = 93090 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.64 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:02:00 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:52:31 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 135864 effectiveMetalForSalvageWave = floor(AISalvage) = 135864 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 165.85 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:04:32 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:54:57 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 93090 effectiveMetalForSalvageWave = floor(AISalvage) = 93090 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.64 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:05:07 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:55:32 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 274806 effectiveMetalForSalvageWave = floor(AISalvage) = 274806 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 335.46 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:08:42 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:57:58 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 93090 effectiveMetalForSalvageWave = floor(AISalvage) = 93090 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.64 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:09:27 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 2:58:33 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 417278 effectiveMetalForSalvageWave = floor(AISalvage) = 417278 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 509.37 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 509.37 7/30/2014 3:09:27 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 2:58:33 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 509.37 = FleetShipBudget for this wave's fleet ships = 509.37 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 11 EyeBot @ 4 each = 44 12 SpireMiniRam @ 9.6 each = 115.2 16 MissileShip @ 1.67 each = 26.66 14 ZenithBeamFrigate @ 4 each = 56 11 Fighter @ 1.67 each = 18.33 13 VorticularCutlass @ 1.09 each = 14.18 8 Infiltrator @ 1.2 each = 9.6 10 Bomber @ 2.5 each = 25 10 FighterII @ 3.33 each = 33.33 3 MissileShipII @ 3.33 each = 10 4 VorticularCutlassII @ 2.18 each = 8.73 4 SpireMiniRamII @ 19.2 each = 76.8 3 EyeBotII @ 8 each = 24 4 InfiltratorII @ 2.4 each = 9.6 3 ZenithBeamFrigateII @ 8 each = 24 3 BomberII @ 5 each = 15 = After picking fleet ships, FleetShipBudget is now -1.06 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 42.78 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -53.22 == Wave total ships: 130 TypesForDirectAdd count by type: EyeBot : 11 SpireMiniRam : 12 MissileShip : 16 ZenithBeamFrigate : 14 Fighter : 11 VorticularCutlass : 13 Infiltrator : 8 Bomber : 10 FighterII : 10 MissileShipII : 3 VorticularCutlassII : 4 SpireMiniRamII : 4 EyeBotII : 3 InfiltratorII : 4 ZenithBeamFrigateII : 3 BomberII : 3 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 616.09 7/30/2014 3:11:53 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:00:59 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 93090 effectiveMetalForSalvageWave = floor(AISalvage) = 93090 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.64 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:12:28 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:01:34 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 138964 effectiveMetalForSalvageWave = floor(AISalvage) = 138964 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 169.63 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:15:11 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:04:00 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 93090 effectiveMetalForSalvageWave = floor(AISalvage) = 93090 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.64 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:15:46 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:04:35 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 277163 effectiveMetalForSalvageWave = floor(AISalvage) = 277163 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 338.33 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:18:21 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:07:01 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 93090 effectiveMetalForSalvageWave = floor(AISalvage) = 93090 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.64 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:18:56 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:07:36 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 338084 effectiveMetalForSalvageWave = floor(AISalvage) = 338084 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 412.7 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:19:52 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 3:08:32 normalWaveStrength:248.01 AccumulatedStrengthForNextWave:248.12 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 Because Diff >= 7 and entry_points = 3, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 241.41 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 248.01 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 7/30/2014 3:19:52 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:08:32 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 248.12 = FleetShipBudget for this wave's fleet ships = 248.12 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 90 Fighter @ 1.67 each = 149.99 ** Picked 30 FighterII @ 3.33 each = 100 = After picking fleet ships, FleetShipBudget is now -1.86 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 20.84 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -75.16 == Wave total ships: 121 TypesForDirectAdd count by type: Fighter : 90 FighterII : 30 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 396 7/30/2014 3:20:18 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 3:08:58 normalWaveStrength:200 AccumulatedStrengthForNextWave:200.02 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 Because Diff >= 7 and entry_points = 3, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 193.13 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 199.73 minimumStrength = 200 normalWaveStrength = Max(minimumStrength,normalWaveStrength) = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.19 7/30/2014 3:20:18 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:08:58 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 92 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 200.02 = FleetShipBudget for this wave's fleet ships = 200.02 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.4 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 ShieldBooster @ 10.11 each = 10.11 1 ZenithViralShredder @ 2 each = 2 1 Fighter @ 1.67 each = 1.67 1 SpaceTank @ 2 each = 2 1 SpireTeleportingLeech @ 4 each = 4 1 ZenithPolarizer @ 2 each = 2 1 YounglingFirefly @ 1.33 each = 1.33 1 BulletproofFighter @ 2.18 each = 2.18 1 SpacePlane @ 1.12 each = 1.12 1 YounglingVulture @ 1.33 each = 1.33 1 SpireArmorRotter @ 4 each = 4 2 Saboteur @ 4.8 each = 9.6 2 Bomber @ 2.5 each = 5 1 TeleportBattleStation @ 8 each = 8 1 ZenithBombardment @ 12 each = 12 1 AntiArmorShip @ 1.6 each = 1.6 1 ArmorShip @ 2.18 each = 2.18 1 SpireStealthBattleship @ 38.4 each = 38.4 1 MissileShip @ 1.67 each = 1.67 1 NeinzulRailpod @ 1 each = 1 1 ZenithMedicFrigate @ 24 each = 24 1 VampireClawII @ 6.86 each = 6.86 1 ArmorShipII @ 4.36 each = 4.36 1 SpaceTankII @ 4 each = 4 1 ZenithChameleonII @ 4 each = 4 1 SpireArmorRotterII @ 8 each = 8 1 NeinzulRailpodII @ 2 each = 2 1 SpireRailclusterII @ 76.8 each = 76.8 = After picking fleet ships, FleetShipBudget is now -41.18 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 16.8 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -79.2 == Wave total ships: 31 TypesForDirectAdd count by type: ShieldBooster : 1 ZenithViralShredder : 1 Fighter : 1 SpaceTank : 1 SpireTeleportingLeech : 1 ZenithPolarizer : 1 YounglingFirefly : 1 BulletproofFighter : 1 SpacePlane : 1 YounglingVulture : 1 SpireArmorRotter : 1 Saboteur : 2 Bomber : 2 TeleportBattleStation : 1 ZenithBombardment : 1 AntiArmorShip : 1 ArmorShip : 1 SpireStealthBattleship : 1 MissileShip : 1 NeinzulRailpod : 1 ZenithMedicFrigate : 1 VampireClawII : 1 ArmorShipII : 1 SpaceTankII : 1 ZenithChameleonII : 1 SpireArmorRotterII : 1 NeinzulRailpodII : 1 SpireRailclusterII : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 338.2 7/30/2014 3:21:22 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:10:02 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 93090 effectiveMetalForSalvageWave = floor(AISalvage) = 93090 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.64 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 107.32 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 241.47 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:21:57 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:10:37 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 338084 effectiveMetalForSalvageWave = floor(AISalvage) = 338084 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 412.7 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 92 FleetShipBudget *= player.GetHandicapMultiplier() = 92 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 107.32 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:25:04 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:13:03 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 93090 effectiveMetalForSalvageWave = floor(AISalvage) = 93090 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.64 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:25:39 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:13:38 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 338084 effectiveMetalForSalvageWave = floor(AISalvage) = 338084 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 412.7 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 167.68 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 377.29 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:28:12 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:16:04 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 93090 effectiveMetalForSalvageWave = floor(AISalvage) = 93090 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 113.64 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:28:38 PM (7.047) ----------------------------------- Triggering CPA (always from first AI); Game Time: 3:16:30 effectiveAIPForCPAPurposes = this.AIProgressionLevelEffective = 115 since diff == 7, numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 360 minimumAIPForCPAPurposes = Game.Instance.GameSecond / numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 32 effectiveAIPForCPAPurposes = Max(effectiveAIPForCPAPurposes,minimumAIPForCPAPurposes) = 115 difficultyFactor = ( this.AIDifficulty * this.GetHandicapMultiplier() ) / ( 13 - this.AIDifficulty ) : 1.17 aiTypeFactor = 1 simulateMaxTimeWaveFactor = Mat.One + ( ( this.AIDifficulty * 2 ) / ( ( 14 - this.AIDifficulty ) * 3 ) ) : 1.67 simulateDoubleWaveFactor = 2 simulateDifficultySpecificWaveSizeMultiplier = 2.25 humanHomeworldCountMultiplier = Mat.One + (FInt)( humanHomeworldCount - 1 ) = 1 numberOfShips (before applying cap-scale) = ( (FInt)effectiveAIPForCPAPurposes * difficultyFactor * aiTypeFactor * simulateMaxTimeWaveFactor * simulateDoubleWaveFactor * simulateDifficultySpecificWaveSizeMultiplier * humanHomeworldCountMultiplier ).IntValue = 1006 numberOfShips (after applying cap-scale) = 503 7/30/2014 3:28:47 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:16:39 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 338084 effectiveMetalForSalvageWave = floor(AISalvage) = 338084 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 412.7 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 167.68 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 377.29 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:42:16 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:19:05 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 104882 effectiveMetalForSalvageWave = floor(AISalvage) = 104882 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 128.03 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:43:01 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:19:40 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 357163 effectiveMetalForSalvageWave = floor(AISalvage) = 357163 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 435.99 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 167.68 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 377.29 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:45:28 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:22:06 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 119530 effectiveMetalForSalvageWave = floor(AISalvage) = 119530 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 145.91 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:46:03 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:22:41 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 515656 effectiveMetalForSalvageWave = floor(AISalvage) = 515656 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 629.46 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 167.68 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 377.29 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 629.46 7/30/2014 3:46:03 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:22:41 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 115 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 629.46 = FleetShipBudget for this wave's fleet ships = 629.46 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 79 ZenithBeamFrigate @ 4 each = 316 ** Picked 40 ZenithBeamFrigateII @ 8 each = 320 = After picking fleet ships, FleetShipBudget is now -6.54 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 52.86 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -43.14 == Wave total ships: 120 TypesForDirectAdd count by type: ZenithBeamFrigate : 79 ZenithBeamFrigateII : 40 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 732 7/30/2014 3:46:32 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:23:10 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 115 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 377.29 = FleetShipBudget for this wave's fleet ships = 377.29 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 11 VorticularCutlass @ 1.09 each = 12 10 SpireMiniRam @ 9.6 each = 96 5 Infiltrator @ 1.2 each = 6 7 MissileShip @ 1.67 each = 11.67 7 Fighter @ 1.67 each = 11.67 8 EyeBot @ 4 each = 32 7 Bomber @ 2.5 each = 17.5 1 ZenithBeamFrigate @ 4 each = 4 4 SpireMiniRamII @ 19.2 each = 76.8 4 EyeBotII @ 8 each = 32 3 FighterII @ 3.33 each = 10 2 VorticularCutlassII @ 2.18 each = 4.36 6 ZenithBeamFrigateII @ 8 each = 48 2 MissileShipII @ 3.33 each = 6.67 2 InfiltratorII @ 2.4 each = 4.8 1 BomberII @ 5 each = 5 = After picking fleet ships, FleetShipBudget is now -1.16 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 31.69 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -64.31 == Wave total ships: 81 TypesForDirectAdd count by type: VorticularCutlass : 11 SpireMiniRam : 10 Infiltrator : 5 MissileShip : 7 Fighter : 7 EyeBot : 8 Bomber : 7 ZenithBeamFrigate : 1 SpireMiniRamII : 4 EyeBotII : 4 FighterII : 3 VorticularCutlassII : 2 ZenithBeamFrigateII : 6 MissileShipII : 2 InfiltratorII : 2 BomberII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 477.95 7/30/2014 3:48:29 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:25:07 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 119530 effectiveMetalForSalvageWave = floor(AISalvage) = 119530 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 145.91 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:49:04 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:25:42 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 158562 effectiveMetalForSalvageWave = floor(AISalvage) = 158562 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 193.56 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 167.68 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 377.29 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:50:02 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 3:26:40 normalWaveStrength:244.71 AccumulatedStrengthForNextWave:244.89 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 Because Diff >= 7 and entry_points = 3, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 241.41 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 244.71 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.24 7/30/2014 3:50:02 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:26:40 ; Player.AIType: Everything ; Player.AIDifficulty: 7 ; EffectiveAIP: 115 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 244.89 = FleetShipBudget for this wave's fleet ships = 244.89 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Raider, LazerGatling, DeflectorDrone, SpaceTank, ArmorShip, AntiArmorShip, MLRS, TeleportRaider, TeleportBattleStation, BulletproofFighter, ElectricShuttle, Sniper, ShieldBearer, Parasite, VorticularCutlass, Spider, Infiltrator, EyeBot, MunitionsBooster, VampireClaw, Raptor, AutocannonMinipod, SpacePlane, EtherJet, MicroFighter, ZenithBombardment, ZenithAutoBomb, GrenadeLauncher, ZenithElectricBomber, SentinelFrigate, ZenithMirror, ZenithParalyzer, ShieldBooster, ZenithBeamFrigate, ZenithChameleon, ZenithPolarizer, ZenithViralShredder, ImpulseReactionEmitter, AcidSprayer, YounglingCommando, YounglingTiger, YounglingVulture, YounglingWeasel, YounglingNanoswarm, SpireArmorRotter, SpireBladeSpawner, SpireGravityDrain, SpireGravityRipper, SpireMiniRam, SpireStealthBattleship, SpireTeleportingLeech, SpireTractorPlatform, ZenithMedicFrigate, TackleDroneLauncher, NeinzulScapegoat, SpireRailcluster, ZenithSiegeEngine, ZenithReprocessor, YounglingFirefly, Saboteur, NeinzulRailpod, ZenithHydra, YounglingShrike ** Picked 1 Sniper @ 9.6 each = 9.6 1 ZenithParalyzer @ 2 each = 2 1 ZenithMedicFrigate @ 24 each = 24 1 YounglingFirefly @ 1.33 each = 1.33 2 Fighter @ 1.67 each = 3.33 1 YounglingCommando @ 1.33 each = 1.33 1 ArmorShip @ 2.18 each = 2.18 3 EyeBot @ 4 each = 12 1 Bomber @ 2.5 each = 2.5 1 MissileShip @ 1.67 each = 1.67 1 YounglingNanoswarm @ 1.33 each = 1.33 1 ZenithPolarizer @ 2 each = 2 1 ZenithAutoBomb @ 2 each = 2 1 ZenithBeamFrigate @ 4 each = 4 1 SpireMiniRam @ 9.6 each = 9.6 1 NeinzulRailpod @ 1 each = 1 1 AntiArmorShip @ 1.6 each = 1.6 1 BulletproofFighter @ 2.18 each = 2.18 1 SpireBladeSpawner @ 57.6 each = 57.6 1 TackleDroneLauncherII @ 72 each = 72 1 SpacePlaneII @ 2.23 each = 2.23 1 ShieldBearerII @ 16 each = 16 1 RaptorII @ 8 each = 8 1 MicroFighterII @ 2.67 each = 2.67 1 ZenithAutoBombII @ 4 each = 4 = After picking fleet ships, FleetShipBudget is now -1.27 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 20.57 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -75.43 == Wave total ships: 29 TypesForDirectAdd count by type: Sniper : 1 ZenithParalyzer : 1 ZenithMedicFrigate : 1 YounglingFirefly : 1 Fighter : 2 YounglingCommando : 1 ArmorShip : 1 EyeBot : 3 Bomber : 1 MissileShip : 1 YounglingNanoswarm : 1 ZenithPolarizer : 1 ZenithAutoBomb : 1 ZenithBeamFrigate : 1 SpireMiniRam : 1 NeinzulRailpod : 1 AntiArmorShip : 1 BulletproofFighter : 1 SpireBladeSpawner : 1 TackleDroneLauncherII : 1 SpacePlaneII : 1 ShieldBearerII : 1 RaptorII : 1 MicroFighterII : 1 ZenithAutoBombII : 1 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 344.66 7/30/2014 3:50:22 PM (7.047) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 3:27:00 normalWaveStrength:318.26 AccumulatedStrengthForNextWave:318.31 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 167.68 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 377.29 Because Diff >= 7 and entry_points = 3, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 301.76 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 318.26 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.3 7/30/2014 3:50:22 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:27:00 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 115 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 318.31 = FleetShipBudget for this wave's fleet ships = 318.31 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 40 ZenithBeamFrigate @ 4 each = 160 ** Picked 20 ZenithBeamFrigateII @ 8 each = 160 = After picking fleet ships, FleetShipBudget is now -1.69 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 26.73 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -69.27 == Wave total ships: 61 TypesForDirectAdd count by type: ZenithBeamFrigate : 40 ZenithBeamFrigateII : 20 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 416 7/30/2014 3:51:30 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:28:08 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 119530 effectiveMetalForSalvageWave = floor(AISalvage) = 119530 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 145.91 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:52:02 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:28:40 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 115 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 377.29 = FleetShipBudget for this wave's fleet ships = 377.29 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 4 Infiltrator @ 1.2 each = 4.8 8 ZenithBeamFrigate @ 4 each = 32 6 SpireMiniRam @ 9.6 each = 57.6 9 EyeBot @ 4 each = 36 9 MissileShip @ 1.67 each = 15 10 Bomber @ 2.5 each = 25 7 Fighter @ 1.67 each = 11.67 7 VorticularCutlass @ 1.09 each = 7.64 3 VorticularCutlassII @ 2.18 each = 6.54 7 SpireMiniRamII @ 19.2 each = 134.39 3 FighterII @ 3.33 each = 10 2 MissileShipII @ 3.33 each = 6.67 4 EyeBotII @ 8 each = 32 2 BomberII @ 5 each = 10 = After picking fleet ships, FleetShipBudget is now -12.02 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 31.69 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -64.31 == Wave total ships: 82 TypesForDirectAdd count by type: Infiltrator : 4 ZenithBeamFrigate : 8 SpireMiniRam : 6 EyeBot : 9 MissileShip : 9 Bomber : 10 Fighter : 7 VorticularCutlass : 7 VorticularCutlassII : 3 SpireMiniRamII : 7 FighterII : 3 MissileShipII : 2 EyeBotII : 4 BomberII : 2 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 486.97 7/30/2014 3:52:05 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:28:43 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 320040 effectiveMetalForSalvageWave = floor(AISalvage) = 320040 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 390.67 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 167.68 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 377.29 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:53:02 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:29:30 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 115 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 377.29 = FleetShipBudget for this wave's fleet ships = 377.29 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Parasite AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Parasite waves try to spend 100% of the strength budget on types from the Parasite group * called PickUnitsForWave with: (... an empty list, how cute) Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 9 EyeBot @ 4 each = 36 7 SpireMiniRam @ 9.6 each = 67.2 8 Bomber @ 2.5 each = 20 8 VorticularCutlass @ 1.09 each = 8.73 6 Infiltrator @ 1.2 each = 7.2 9 MissileShip @ 1.67 each = 15 5 Fighter @ 1.67 each = 8.33 7 ZenithBeamFrigate @ 4 each = 28 5 FighterII @ 3.33 each = 16.67 11 InfiltratorII @ 2.4 each = 26.39 2 ZenithBeamFrigateII @ 8 each = 16 5 BomberII @ 5 each = 25.01 3 SpireMiniRamII @ 19.2 each = 57.6 5 EyeBotII @ 8 each = 40 4 MissileShipII @ 3.33 each = 13.33 4 VorticularCutlassII @ 2.18 each = 8.73 = After picking fleet ships, FleetShipBudget is now -16.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 31.69 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -64.31 == Wave total ships: 99 TypesForDirectAdd count by type: EyeBot : 9 SpireMiniRam : 7 Bomber : 8 VorticularCutlass : 8 Infiltrator : 6 MissileShip : 9 Fighter : 5 ZenithBeamFrigate : 7 FighterII : 5 InfiltratorII : 11 ZenithBeamFrigateII : 2 BomberII : 5 SpireMiniRamII : 3 EyeBotII : 5 MissileShipII : 4 VorticularCutlassII : 4 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 491.84 7/30/2014 3:54:42 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:31:09 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 119530 effectiveMetalForSalvageWave = floor(AISalvage) = 119530 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 145.91 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/30/2014 3:55:17 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:31:44 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 481174 effectiveMetalForSalvageWave = floor(AISalvage) = 481174 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 587.37 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 167.68 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 377.29 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 587.37 7/30/2014 3:55:17 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:31:44 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 115 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 587.37 = FleetShipBudget for this wave's fleet ships = 587.37 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 8 EyeBot @ 4 each = 32 10 ZenithBeamFrigate @ 4 each = 40 7 Bomber @ 2.5 each = 17.5 12 Infiltrator @ 1.2 each = 14.4 4 MissileShip @ 1.67 each = 6.67 17 SpireMiniRam @ 9.6 each = 163.19 11 VorticularCutlass @ 1.09 each = 12 6 Fighter @ 1.67 each = 10 5 ZenithBeamFrigateII @ 8 each = 40 8 SpireMiniRamII @ 19.2 each = 153.59 5 FighterII @ 3.33 each = 16.67 6 EyeBotII @ 8 each = 48 2 InfiltratorII @ 2.4 each = 4.8 3 VorticularCutlassII @ 2.18 each = 6.54 1 MissileShipII @ 3.33 each = 3.33 4 BomberII @ 5 each = 20 = After picking fleet ships, FleetShipBudget is now -1.33 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 49.33 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -46.67 == Wave total ships: 110 TypesForDirectAdd count by type: EyeBot : 8 ZenithBeamFrigate : 10 Bomber : 7 Infiltrator : 12 MissileShip : 4 SpireMiniRam : 17 VorticularCutlass : 11 Fighter : 6 ZenithBeamFrigateII : 5 SpireMiniRamII : 8 FighterII : 5 EyeBotII : 6 InfiltratorII : 2 VorticularCutlassII : 3 MissileShipII : 1 BomberII : 4 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 684.53 7/30/2014 3:57:42 PM (7.047) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 3:34:00 ; Player.AIType: Vorpal ; Player.AIDifficulty: 7 ; EffectiveAIP: 115 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 377.29 = FleetShipBudget for this wave's fleet ships = 377.29 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.5 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, VorticularCutlass, Infiltrator, EyeBot, ZenithBeamFrigate, SpireMiniRam ** Picked 6 EyeBot @ 4 each = 24 9 Bomber @ 2.5 each = 22.5 5 Infiltrator @ 1.2 each = 6 8 Fighter @ 1.67 each = 13.33 7 SpireMiniRam @ 9.6 each = 67.2 10 VorticularCutlass @ 1.09 each = 10.91 9 ZenithBeamFrigate @ 4 each = 36 7 MissileShip @ 1.67 each = 11.67 4 MissileShipII @ 3.33 each = 13.33 8 ZenithBeamFrigateII @ 8 each = 64 6 InfiltratorII @ 2.4 each = 14.4 3 FighterII @ 3.33 each = 10 4 BomberII @ 5 each = 20 1 EyeBotII @ 8 each = 8 3 SpireMiniRamII @ 19.2 each = 57.6 = After picking fleet ships, FleetShipBudget is now -1.65 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 31.69 * called PickUnitsForWave with: LightStarship, Dreadnought, Dreadnought, Dreadnought, Dreadnought, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -64.31 == Wave total ships: 91 TypesForDirectAdd count by type: EyeBot : 6 Bomber : 9 Infiltrator : 5 Fighter : 8 SpireMiniRam : 7 VorticularCutlass : 10 ZenithBeamFrigate : 9 MissileShip : 7 MissileShipII : 4 ZenithBeamFrigateII : 8 InfiltratorII : 6 FighterII : 3 BomberII : 4 EyeBotII : 1 SpireMiniRamII : 3 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 476.1 7/30/2014 3:57:52 PM (7.047) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 3:34:10 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 119530 effectiveMetalForSalvageWave = floor(AISalvage) = 119530 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 145.91 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 115 FleetShipBudget *= player.GetHandicapMultiplier() = 115 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 134.15 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 134.15 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 301.83 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes