12/22/2010 1:01:09 AM (4.053) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 13:05:58 WaveSize factor: 1.64 Raw Units Dictionary Entries: BomberII => 437 Decloaker => 1 LazerGatlingII => 6 SpireTractorPlatformII => 7 Flagship => 1 FighterII => 6 ArmorShipII => 8 ParasiteII => 9 MissileShipII => 4 12/22/2010 1:01:09 AM (4.053) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 13:05:58 WaveSize factor: 1.64 Raw Units Dictionary Entries: SpireTractorPlatformII => 65 MissileShipII => 60 FighterII => 56 BomberII => 42 ParasiteII => 67 LazerGatlingII => 65 DecoyDrone => 1 ArmorShipII => 55 RaidStarship => 1 12/22/2010 1:01:09 AM (4.053) ----------------------------------- Performing first CheckWave with size factor of 1.64 on wave at Game Time: 13:05:58 CheckWave: populating count of BomberII with base magnitude of 437 numberUnits = kv.Value * this.WaveSize : 715.99 after applying ShipCapMultiplier if any, numberUnits : 358 after applying CanUseNeinzulRegenerator if any, numberUnits : 358 after applying Mark-based multiplier if any, numberUnits : 322.16 after applying at-least-one rule, numberUnits : 322.16 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 966.48 numberUnitsInt = numberUnits.IntValue : 966 CheckWave: populating count of Decloaker with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.64 after applying ShipCapMultiplier if any, numberUnits : 1.64 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.64 after applying Mark-based multiplier if any, numberUnits : 2.46 after applying at-least-one rule, numberUnits : 2.46 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.37 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of LazerGatlingII with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 9.83 after applying ShipCapMultiplier if any, numberUnits : 13.76 after applying CanUseNeinzulRegenerator if any, numberUnits : 13.76 after applying Mark-based multiplier if any, numberUnits : 12.38 after applying at-least-one rule, numberUnits : 12.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 37.15 numberUnitsInt = numberUnits.IntValue : 37 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SpireTractorPlatformII with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 11.47 after applying ShipCapMultiplier if any, numberUnits : 0.34 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.34 after applying Mark-based multiplier if any, numberUnits : 0.31 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.64 after applying ShipCapMultiplier if any, numberUnits : 1.64 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.64 after applying Mark-based multiplier if any, numberUnits : 1.47 after applying at-least-one rule, numberUnits : 1.47 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.42 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of FighterII with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 9.83 after applying ShipCapMultiplier if any, numberUnits : 4.92 after applying CanUseNeinzulRegenerator if any, numberUnits : 4.92 after applying Mark-based multiplier if any, numberUnits : 4.42 after applying at-least-one rule, numberUnits : 4.42 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 13.27 numberUnitsInt = numberUnits.IntValue : 13 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ArmorShipII with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 13.11 after applying ShipCapMultiplier if any, numberUnits : 5.9 after applying CanUseNeinzulRegenerator if any, numberUnits : 5.9 after applying Mark-based multiplier if any, numberUnits : 5.31 after applying at-least-one rule, numberUnits : 5.31 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 15.92 numberUnitsInt = numberUnits.IntValue : 15 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ParasiteII with base magnitude of 9 numberUnits = kv.Value * this.WaveSize : 14.75 after applying ShipCapMultiplier if any, numberUnits : 3.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.69 after applying Mark-based multiplier if any, numberUnits : 3.32 after applying at-least-one rule, numberUnits : 3.32 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9.95 numberUnitsInt = numberUnits.IntValue : 9 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShipII with base magnitude of 4 numberUnits = kv.Value * this.WaveSize : 6.55 after applying ShipCapMultiplier if any, numberUnits : 3.28 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.28 after applying Mark-based multiplier if any, numberUnits : 2.95 after applying at-least-one rule, numberUnits : 2.95 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.85 numberUnitsInt = numberUnits.IntValue : 8 skipping at-least-effective-ship-cap-rule due to multiple non-starship types Wave total ships: 1059 TypesForDirectAdd count by type: BomberII => 966 Decloaker => 7 LazerGatlingII => 27 Flagship => 1 TypesForCarrierAdd count by type: LazerGatlingII => 10 SpireTractorPlatformII => 3 FighterII => 13 ArmorShipII => 15 ParasiteII => 9 MissileShipII => 8 12/22/2010 1:01:09 AM (4.053) ----------------------------------- Performing first CheckWave with size factor of 1.64 on wave at Game Time: 13:05:58 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 106.5 after applying ShipCapMultiplier if any, numberUnits : 3.17 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.17 after applying Mark-based multiplier if any, numberUnits : 2.85 after applying at-least-one rule, numberUnits : 2.85 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.56 numberUnitsInt = numberUnits.IntValue : 8 CheckWave: populating count of MissileShipII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 98.31 after applying ShipCapMultiplier if any, numberUnits : 49.15 after applying CanUseNeinzulRegenerator if any, numberUnits : 49.15 after applying Mark-based multiplier if any, numberUnits : 44.23 after applying at-least-one rule, numberUnits : 44.23 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 132.7 numberUnitsInt = numberUnits.IntValue : 132 CheckWave: populating count of FighterII with base magnitude of 56 numberUnits = kv.Value * this.WaveSize : 91.75 after applying ShipCapMultiplier if any, numberUnits : 45.88 after applying CanUseNeinzulRegenerator if any, numberUnits : 45.88 after applying Mark-based multiplier if any, numberUnits : 41.28 after applying at-least-one rule, numberUnits : 41.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 123.85 numberUnitsInt = numberUnits.IntValue : 123 CheckWave: populating count of BomberII with base magnitude of 42 numberUnits = kv.Value * this.WaveSize : 68.81 after applying ShipCapMultiplier if any, numberUnits : 34.41 after applying CanUseNeinzulRegenerator if any, numberUnits : 34.41 after applying Mark-based multiplier if any, numberUnits : 30.96 after applying at-least-one rule, numberUnits : 30.96 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 92.89 numberUnitsInt = numberUnits.IntValue : 92 CheckWave: populating count of ParasiteII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 109.77 after applying ShipCapMultiplier if any, numberUnits : 27.44 after applying CanUseNeinzulRegenerator if any, numberUnits : 27.44 after applying Mark-based multiplier if any, numberUnits : 24.7 after applying at-least-one rule, numberUnits : 24.7 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 74.09 numberUnitsInt = numberUnits.IntValue : 74 CheckWave: populating count of LazerGatlingII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 106.5 after applying ShipCapMultiplier if any, numberUnits : 149.09 after applying CanUseNeinzulRegenerator if any, numberUnits : 149.09 after applying Mark-based multiplier if any, numberUnits : 134.16 after applying at-least-one rule, numberUnits : 134.16 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 402.49 numberUnitsInt = numberUnits.IntValue : 402 CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.64 after applying ShipCapMultiplier if any, numberUnits : 1.64 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.64 after applying Mark-based multiplier if any, numberUnits : 1.15 after applying at-least-one rule, numberUnits : 1.15 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.44 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ArmorShipII with base magnitude of 55 numberUnits = kv.Value * this.WaveSize : 90.11 after applying ShipCapMultiplier if any, numberUnits : 40.55 after applying CanUseNeinzulRegenerator if any, numberUnits : 40.55 after applying Mark-based multiplier if any, numberUnits : 36.49 after applying at-least-one rule, numberUnits : 36.49 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 109.46 numberUnitsInt = numberUnits.IntValue : 109 CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.64 after applying ShipCapMultiplier if any, numberUnits : 1.64 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.64 after applying Mark-based multiplier if any, numberUnits : 2.46 after applying at-least-one rule, numberUnits : 2.46 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.37 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 944 TypesForDirectAdd count by type: SpireTractorPlatformII => 8 MissileShipII => 132 FighterII => 123 BomberII => 92 ParasiteII => 74 LazerGatlingII => 402 DecoyDrone => 3 ArmorShipII => 109 RaidStarship => 1 TypesForCarrierAdd count by type: 12/22/2010 1:31:21 AM (4.053) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 13:30:57 WaveSize factor: 2 Raw Units Dictionary Entries: SpireTractorPlatformIII => 74 LazerGatlingIII => 69 ArmorShipIII => 50 Cruiser => 79 ParasiteIII => 71 BomberIII => 60 FighterIII => 64 SpeedBooster => 1 DecoyDrone => 1 BomberStarshipII => 1 BeamStarship => 1 DreadnoughtIII => 1 12/22/2010 1:31:21 AM (4.053) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 13:30:57 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 74 numberUnits = kv.Value * this.WaveSize : 148 after applying ShipCapMultiplier if any, numberUnits : 4.41 after applying CanUseNeinzulRegenerator if any, numberUnits : 4.41 after applying Mark-based multiplier if any, numberUnits : 3.09 after applying at-least-one rule, numberUnits : 3.09 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9.26 numberUnitsInt = numberUnits.IntValue : 9 CheckWave: populating count of LazerGatlingIII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 138 after applying ShipCapMultiplier if any, numberUnits : 193.19 after applying CanUseNeinzulRegenerator if any, numberUnits : 193.19 after applying Mark-based multiplier if any, numberUnits : 135.22 after applying at-least-one rule, numberUnits : 135.22 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 405.66 numberUnitsInt = numberUnits.IntValue : 405 CheckWave: populating count of ArmorShipIII with base magnitude of 50 numberUnits = kv.Value * this.WaveSize : 100 after applying ShipCapMultiplier if any, numberUnits : 45 after applying CanUseNeinzulRegenerator if any, numberUnits : 45 after applying Mark-based multiplier if any, numberUnits : 31.49 after applying at-least-one rule, numberUnits : 31.49 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 94.48 numberUnitsInt = numberUnits.IntValue : 94 CheckWave: populating count of Cruiser with base magnitude of 79 numberUnits = kv.Value * this.WaveSize : 158 after applying ShipCapMultiplier if any, numberUnits : 79 after applying CanUseNeinzulRegenerator if any, numberUnits : 79 after applying Mark-based multiplier if any, numberUnits : 55.3 after applying at-least-one rule, numberUnits : 55.3 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 165.89 numberUnitsInt = numberUnits.IntValue : 165 CheckWave: populating count of ParasiteIII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 142 after applying ShipCapMultiplier if any, numberUnits : 35.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 35.5 after applying Mark-based multiplier if any, numberUnits : 24.85 after applying at-least-one rule, numberUnits : 24.85 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 74.54 numberUnitsInt = numberUnits.IntValue : 74 CheckWave: populating count of BomberIII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 120 after applying ShipCapMultiplier if any, numberUnits : 60 after applying CanUseNeinzulRegenerator if any, numberUnits : 60 after applying Mark-based multiplier if any, numberUnits : 42 after applying at-least-one rule, numberUnits : 42 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 125.99 numberUnitsInt = numberUnits.IntValue : 125 CheckWave: populating count of FighterIII with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 128 after applying ShipCapMultiplier if any, numberUnits : 64 after applying CanUseNeinzulRegenerator if any, numberUnits : 64 after applying Mark-based multiplier if any, numberUnits : 44.8 after applying at-least-one rule, numberUnits : 44.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 134.39 numberUnitsInt = numberUnits.IntValue : 134 CheckWave: populating count of SpeedBooster with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 0.7 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.4 after applying at-least-one rule, numberUnits : 1.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.2 numberUnitsInt = numberUnits.IntValue : 4 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of BomberStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.8 after applying at-least-one rule, numberUnits : 1.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.4 numberUnitsInt = numberUnits.IntValue : 5 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BeamStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.4 after applying at-least-one rule, numberUnits : 1.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.2 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.4 after applying at-least-one rule, numberUnits : 1.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.2 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1016 TypesForDirectAdd count by type: SpireTractorPlatformIII => 9 LazerGatlingIII => 405 ArmorShipIII => 94 Cruiser => 165 ParasiteIII => 74 BomberIII => 125 FighterIII => 128 BomberStarshipII => 1 BeamStarship => 1 DreadnoughtIII => 1 TypesForCarrierAdd count by type: FighterIII => 6 SpeedBooster => 3 DecoyDrone => 4 12/22/2010 1:40:49 AM (4.053) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 13:40:02 WaveSize factor: 1.69 Raw Units Dictionary Entries: MissileShipII => 60 ArmorShipII => 52 BomberII => 67 LazerGatlingII => 67 SpireTractorPlatformII => 61 ParasiteII => 65 FighterII => 57 Flagship => 1 12/22/2010 1:40:49 AM (4.053) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 13:40:02 WaveSize factor: 1.69 Raw Units Dictionary Entries: FighterII => 68 ArmorShipII => 53 MissileShipII => 55 ParasiteII => 75 SpireTractorPlatformII => 65 LazerGatlingII => 58 BomberII => 52 BomberStarship => 1 12/22/2010 1:40:49 AM (4.053) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 13:40:02 CheckWave: populating count of MissileShipII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 101.63 after applying ShipCapMultiplier if any, numberUnits : 50.82 after applying CanUseNeinzulRegenerator if any, numberUnits : 50.82 after applying Mark-based multiplier if any, numberUnits : 45.73 after applying at-least-one rule, numberUnits : 45.73 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 137.19 numberUnitsInt = numberUnits.IntValue : 137 CheckWave: populating count of ArmorShipII with base magnitude of 52 numberUnits = kv.Value * this.WaveSize : 88.08 after applying ShipCapMultiplier if any, numberUnits : 39.63 after applying CanUseNeinzulRegenerator if any, numberUnits : 39.63 after applying Mark-based multiplier if any, numberUnits : 35.66 after applying at-least-one rule, numberUnits : 35.66 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 106.99 numberUnitsInt = numberUnits.IntValue : 106 CheckWave: populating count of BomberII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 113.49 after applying ShipCapMultiplier if any, numberUnits : 56.74 after applying CanUseNeinzulRegenerator if any, numberUnits : 56.74 after applying Mark-based multiplier if any, numberUnits : 51.06 after applying at-least-one rule, numberUnits : 51.06 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 153.19 numberUnitsInt = numberUnits.IntValue : 153 CheckWave: populating count of LazerGatlingII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 113.49 after applying ShipCapMultiplier if any, numberUnits : 158.87 after applying CanUseNeinzulRegenerator if any, numberUnits : 158.87 after applying Mark-based multiplier if any, numberUnits : 142.97 after applying at-least-one rule, numberUnits : 142.97 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 428.91 numberUnitsInt = numberUnits.IntValue : 428 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 61 numberUnits = kv.Value * this.WaveSize : 103.32 after applying ShipCapMultiplier if any, numberUnits : 3.08 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.08 after applying Mark-based multiplier if any, numberUnits : 2.77 after applying at-least-one rule, numberUnits : 2.77 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.31 numberUnitsInt = numberUnits.IntValue : 8 CheckWave: populating count of ParasiteII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 110.1 after applying ShipCapMultiplier if any, numberUnits : 27.52 after applying CanUseNeinzulRegenerator if any, numberUnits : 27.52 after applying Mark-based multiplier if any, numberUnits : 24.77 after applying at-least-one rule, numberUnits : 24.77 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 74.31 numberUnitsInt = numberUnits.IntValue : 74 CheckWave: populating count of FighterII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 96.55 after applying ShipCapMultiplier if any, numberUnits : 48.27 after applying CanUseNeinzulRegenerator if any, numberUnits : 48.27 after applying Mark-based multiplier if any, numberUnits : 43.44 after applying at-least-one rule, numberUnits : 43.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 130.33 numberUnitsInt = numberUnits.IntValue : 130 CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.52 after applying at-least-one rule, numberUnits : 1.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.57 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1037 TypesForDirectAdd count by type: MissileShipII => 137 ArmorShipII => 106 BomberII => 153 LazerGatlingII => 428 SpireTractorPlatformII => 8 ParasiteII => 74 FighterII => 94 Flagship => 1 TypesForCarrierAdd count by type: FighterII => 36 12/22/2010 1:40:49 AM (4.053) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 13:40:02 CheckWave: populating count of FighterII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 115.18 after applying ShipCapMultiplier if any, numberUnits : 57.59 after applying CanUseNeinzulRegenerator if any, numberUnits : 57.59 after applying Mark-based multiplier if any, numberUnits : 51.83 after applying at-least-one rule, numberUnits : 51.83 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 155.48 numberUnitsInt = numberUnits.IntValue : 155 CheckWave: populating count of ArmorShipII with base magnitude of 53 numberUnits = kv.Value * this.WaveSize : 89.77 after applying ShipCapMultiplier if any, numberUnits : 40.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 40.39 after applying Mark-based multiplier if any, numberUnits : 36.35 after applying at-least-one rule, numberUnits : 36.35 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 109.05 numberUnitsInt = numberUnits.IntValue : 109 CheckWave: populating count of MissileShipII with base magnitude of 55 numberUnits = kv.Value * this.WaveSize : 93.16 after applying ShipCapMultiplier if any, numberUnits : 46.58 after applying CanUseNeinzulRegenerator if any, numberUnits : 46.58 after applying Mark-based multiplier if any, numberUnits : 41.92 after applying at-least-one rule, numberUnits : 41.92 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 125.75 numberUnitsInt = numberUnits.IntValue : 125 CheckWave: populating count of ParasiteII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 127.04 after applying ShipCapMultiplier if any, numberUnits : 31.76 after applying CanUseNeinzulRegenerator if any, numberUnits : 31.76 after applying Mark-based multiplier if any, numberUnits : 28.58 after applying at-least-one rule, numberUnits : 28.58 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 85.74 numberUnitsInt = numberUnits.IntValue : 85 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 110.1 after applying ShipCapMultiplier if any, numberUnits : 3.28 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.28 after applying Mark-based multiplier if any, numberUnits : 2.95 after applying at-least-one rule, numberUnits : 2.95 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.85 numberUnitsInt = numberUnits.IntValue : 8 CheckWave: populating count of LazerGatlingII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 98.24 after applying ShipCapMultiplier if any, numberUnits : 137.53 after applying CanUseNeinzulRegenerator if any, numberUnits : 137.53 after applying Mark-based multiplier if any, numberUnits : 123.76 after applying at-least-one rule, numberUnits : 123.76 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 371.29 numberUnitsInt = numberUnits.IntValue : 371 CheckWave: populating count of BomberII with base magnitude of 52 numberUnits = kv.Value * this.WaveSize : 88.08 after applying ShipCapMultiplier if any, numberUnits : 44.04 after applying CanUseNeinzulRegenerator if any, numberUnits : 44.04 after applying Mark-based multiplier if any, numberUnits : 39.63 after applying at-least-one rule, numberUnits : 39.63 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 118.89 numberUnitsInt = numberUnits.IntValue : 118 CheckWave: populating count of BomberStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 2.54 after applying at-least-one rule, numberUnits : 2.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.62 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 972 TypesForDirectAdd count by type: FighterII => 155 ArmorShipII => 109 MissileShipII => 125 ParasiteII => 85 SpireTractorPlatformII => 8 LazerGatlingII => 371 BomberII => 118 BomberStarship => 1 TypesForCarrierAdd count by type: 12/23/2010 2:44:27 PM (4.054) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 14:14:06 WaveSize factor: 1.69 Raw Units Dictionary Entries: FighterII => 70 ArmorShipII => 70 BomberII => 61 LazerGatlingII => 83 ParasiteII => 60 SpireTractorPlatformII => 75 MissileShipII => 63 SpeedBooster => 1 RaidStarship => 1 BomberStarship => 2 12/23/2010 2:44:27 PM (4.054) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 14:14:06 WaveSize factor: 1.69 Raw Units Dictionary Entries: LazerGatlingII => 88 ArmorShipII => 89 MissileShipII => 69 BomberII => 64 FighterII => 70 ParasiteII => 68 SpireTractorPlatformII => 81 Decloaker => 1 RaidStarship => 1 12/23/2010 2:44:27 PM (4.054) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 14:14:06 CheckWave: populating count of FighterII with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 118.57 after applying ShipCapMultiplier if any, numberUnits : 59.28 after applying CanUseNeinzulRegenerator if any, numberUnits : 59.28 after applying Mark-based multiplier if any, numberUnits : 53.35 after applying at-least-one rule, numberUnits : 53.35 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 160.05 numberUnitsInt = numberUnits.IntValue : 160 CheckWave: populating count of ArmorShipII with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 118.57 after applying ShipCapMultiplier if any, numberUnits : 53.35 after applying CanUseNeinzulRegenerator if any, numberUnits : 53.35 after applying Mark-based multiplier if any, numberUnits : 48.01 after applying at-least-one rule, numberUnits : 48.01 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 144.03 numberUnitsInt = numberUnits.IntValue : 144 CheckWave: populating count of BomberII with base magnitude of 61 numberUnits = kv.Value * this.WaveSize : 103.32 after applying ShipCapMultiplier if any, numberUnits : 51.66 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.66 after applying Mark-based multiplier if any, numberUnits : 46.49 after applying at-least-one rule, numberUnits : 46.49 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 139.47 numberUnitsInt = numberUnits.IntValue : 139 CheckWave: populating count of LazerGatlingII with base magnitude of 83 numberUnits = kv.Value * this.WaveSize : 140.59 after applying ShipCapMultiplier if any, numberUnits : 196.81 after applying CanUseNeinzulRegenerator if any, numberUnits : 196.81 after applying Mark-based multiplier if any, numberUnits : 177.11 after applying at-least-one rule, numberUnits : 177.11 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 531.33 numberUnitsInt = numberUnits.IntValue : 531 CheckWave: populating count of ParasiteII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 101.63 after applying ShipCapMultiplier if any, numberUnits : 25.41 after applying CanUseNeinzulRegenerator if any, numberUnits : 25.41 after applying Mark-based multiplier if any, numberUnits : 22.86 after applying at-least-one rule, numberUnits : 22.86 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 68.59 numberUnitsInt = numberUnits.IntValue : 68 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 127.04 after applying ShipCapMultiplier if any, numberUnits : 3.78 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.78 after applying Mark-based multiplier if any, numberUnits : 3.4 after applying at-least-one rule, numberUnits : 3.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 10.21 numberUnitsInt = numberUnits.IntValue : 10 CheckWave: populating count of MissileShipII with base magnitude of 63 numberUnits = kv.Value * this.WaveSize : 106.71 after applying ShipCapMultiplier if any, numberUnits : 53.36 after applying CanUseNeinzulRegenerator if any, numberUnits : 53.36 after applying Mark-based multiplier if any, numberUnits : 48.02 after applying at-least-one rule, numberUnits : 48.02 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 144.05 numberUnitsInt = numberUnits.IntValue : 144 CheckWave: populating count of SpeedBooster with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 0.85 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.85 after applying Mark-based multiplier if any, numberUnits : 0.59 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 2.54 after applying at-least-one rule, numberUnits : 2.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.62 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BomberStarship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.39 after applying ShipCapMultiplier if any, numberUnits : 3.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.39 after applying Mark-based multiplier if any, numberUnits : 5.08 after applying at-least-one rule, numberUnits : 5.08 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 15.24 numberUnitsInt = numberUnits.IntValue : 15 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1201 TypesForDirectAdd count by type: FighterII => 160 ArmorShipII => 144 BomberII => 139 LazerGatlingII => 531 ParasiteII => 26 RaidStarship => 1 BomberStarship => 1 TypesForCarrierAdd count by type: ParasiteII => 42 SpireTractorPlatformII => 10 MissileShipII => 144 SpeedBooster => 3 12/23/2010 2:44:27 PM (4.054) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 14:14:06 CheckWave: populating count of LazerGatlingII with base magnitude of 88 numberUnits = kv.Value * this.WaveSize : 149.06 after applying ShipCapMultiplier if any, numberUnits : 208.67 after applying CanUseNeinzulRegenerator if any, numberUnits : 208.67 after applying Mark-based multiplier if any, numberUnits : 187.78 after applying at-least-one rule, numberUnits : 187.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 563.34 numberUnitsInt = numberUnits.IntValue : 563 CheckWave: populating count of ArmorShipII with base magnitude of 89 numberUnits = kv.Value * this.WaveSize : 150.75 after applying ShipCapMultiplier if any, numberUnits : 67.83 after applying CanUseNeinzulRegenerator if any, numberUnits : 67.83 after applying Mark-based multiplier if any, numberUnits : 61.04 after applying at-least-one rule, numberUnits : 61.04 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 183.12 numberUnitsInt = numberUnits.IntValue : 183 CheckWave: populating count of MissileShipII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 116.88 after applying ShipCapMultiplier if any, numberUnits : 58.44 after applying CanUseNeinzulRegenerator if any, numberUnits : 58.44 after applying Mark-based multiplier if any, numberUnits : 52.59 after applying at-least-one rule, numberUnits : 52.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 157.76 numberUnitsInt = numberUnits.IntValue : 157 CheckWave: populating count of BomberII with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 108.41 after applying ShipCapMultiplier if any, numberUnits : 54.2 after applying CanUseNeinzulRegenerator if any, numberUnits : 54.2 after applying Mark-based multiplier if any, numberUnits : 48.78 after applying at-least-one rule, numberUnits : 48.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 146.33 numberUnitsInt = numberUnits.IntValue : 146 CheckWave: populating count of FighterII with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 118.57 after applying ShipCapMultiplier if any, numberUnits : 59.28 after applying CanUseNeinzulRegenerator if any, numberUnits : 59.28 after applying Mark-based multiplier if any, numberUnits : 53.35 after applying at-least-one rule, numberUnits : 53.35 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 160.05 numberUnitsInt = numberUnits.IntValue : 160 CheckWave: populating count of ParasiteII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 115.18 after applying ShipCapMultiplier if any, numberUnits : 28.8 after applying CanUseNeinzulRegenerator if any, numberUnits : 28.8 after applying Mark-based multiplier if any, numberUnits : 25.91 after applying at-least-one rule, numberUnits : 25.91 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 77.74 numberUnitsInt = numberUnits.IntValue : 77 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 81 numberUnits = kv.Value * this.WaveSize : 137.2 after applying ShipCapMultiplier if any, numberUnits : 4.09 after applying CanUseNeinzulRegenerator if any, numberUnits : 4.09 after applying Mark-based multiplier if any, numberUnits : 3.68 after applying at-least-one rule, numberUnits : 3.68 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 11.03 numberUnitsInt = numberUnits.IntValue : 11 CheckWave: populating count of Decloaker with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 2.54 after applying at-least-one rule, numberUnits : 2.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.62 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 2.54 after applying at-least-one rule, numberUnits : 2.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.62 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1305 TypesForDirectAdd count by type: LazerGatlingII => 563 ArmorShipII => 183 MissileShipII => 157 BomberII => 97 RaidStarship => 1 TypesForCarrierAdd count by type: BomberII => 49 FighterII => 160 ParasiteII => 77 SpireTractorPlatformII => 11 Decloaker => 7 12/23/2010 3:10:55 PM (4.054) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 14:33:08 WaveSize factor: 0.95 Raw Units Dictionary Entries: MissileShipII => 74 ParasiteII => 68 SpireTractorPlatformII => 60 LazerGatlingII => 55 BomberII => 57 FighterII => 59 ArmorShipII => 66 DecoyDrone => 1 LeechStarshipII => 1 Flagship => 1 RaidStarship => 1 12/23/2010 3:10:55 PM (4.054) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 14:33:08 WaveSize factor: 0.95 Raw Units Dictionary Entries: LazerGatlingII => 75 BomberII => 82 SpireTractorPlatformII => 84 MissileShipII => 92 ArmorShipII => 80 FighterII => 73 ParasiteII => 78 RaidStarship => 1 12/23/2010 3:10:55 PM (4.054) ----------------------------------- Performing first CheckWave with size factor of 0.95 on wave at Game Time: 14:33:08 CheckWave: populating count of MissileShipII with base magnitude of 74 numberUnits = kv.Value * this.WaveSize : 69.94 after applying ShipCapMultiplier if any, numberUnits : 34.97 after applying CanUseNeinzulRegenerator if any, numberUnits : 34.97 after applying Mark-based multiplier if any, numberUnits : 31.47 after applying at-least-one rule, numberUnits : 31.47 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 94.4 numberUnitsInt = numberUnits.IntValue : 94 CheckWave: populating count of ParasiteII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 64.26 after applying ShipCapMultiplier if any, numberUnits : 16.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 16.07 after applying Mark-based multiplier if any, numberUnits : 14.46 after applying at-least-one rule, numberUnits : 14.46 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 43.37 numberUnitsInt = numberUnits.IntValue : 43 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 56.7 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.52 after applying at-least-one rule, numberUnits : 1.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.56 numberUnitsInt = numberUnits.IntValue : 4 CheckWave: populating count of LazerGatlingII with base magnitude of 55 numberUnits = kv.Value * this.WaveSize : 51.98 after applying ShipCapMultiplier if any, numberUnits : 72.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 72.77 after applying Mark-based multiplier if any, numberUnits : 65.48 after applying at-least-one rule, numberUnits : 65.48 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 196.44 numberUnitsInt = numberUnits.IntValue : 196 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of BomberII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 53.87 after applying ShipCapMultiplier if any, numberUnits : 26.93 after applying CanUseNeinzulRegenerator if any, numberUnits : 26.93 after applying Mark-based multiplier if any, numberUnits : 24.24 after applying at-least-one rule, numberUnits : 24.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 72.71 numberUnitsInt = numberUnits.IntValue : 72 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of FighterII with base magnitude of 59 numberUnits = kv.Value * this.WaveSize : 55.76 after applying ShipCapMultiplier if any, numberUnits : 27.88 after applying CanUseNeinzulRegenerator if any, numberUnits : 27.88 after applying Mark-based multiplier if any, numberUnits : 25.09 after applying at-least-one rule, numberUnits : 25.09 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 75.27 numberUnitsInt = numberUnits.IntValue : 75 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ArmorShipII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 62.37 after applying ShipCapMultiplier if any, numberUnits : 28.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 28.07 after applying Mark-based multiplier if any, numberUnits : 25.26 after applying at-least-one rule, numberUnits : 25.26 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 75.77 numberUnitsInt = numberUnits.IntValue : 75 CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.95 after applying ShipCapMultiplier if any, numberUnits : 0.95 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.95 after applying Mark-based multiplier if any, numberUnits : 0.66 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.95 after applying ShipCapMultiplier if any, numberUnits : 0.95 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.95 after applying Mark-based multiplier if any, numberUnits : 0.85 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.95 after applying ShipCapMultiplier if any, numberUnits : 0.95 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.95 after applying Mark-based multiplier if any, numberUnits : 0.85 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.95 after applying ShipCapMultiplier if any, numberUnits : 0.95 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.95 after applying Mark-based multiplier if any, numberUnits : 1.42 after applying at-least-one rule, numberUnits : 1.42 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.25 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 565 TypesForDirectAdd count by type: MissileShipII => 94 ParasiteII => 43 SpireTractorPlatformII => 4 LazerGatlingII => 196 BomberII => 72 FighterII => 75 ArmorShipII => 75 DecoyDrone => 3 LeechStarshipII => 1 Flagship => 1 RaidStarship => 1 TypesForCarrierAdd count by type: 12/23/2010 3:10:55 PM (4.054) ----------------------------------- Performing first CheckWave with size factor of 0.95 on wave at Game Time: 14:33:08 CheckWave: populating count of LazerGatlingII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 70.88 after applying ShipCapMultiplier if any, numberUnits : 99.23 after applying CanUseNeinzulRegenerator if any, numberUnits : 99.23 after applying Mark-based multiplier if any, numberUnits : 89.29 after applying at-least-one rule, numberUnits : 89.29 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 267.88 numberUnitsInt = numberUnits.IntValue : 267 CheckWave: populating count of BomberII with base magnitude of 82 numberUnits = kv.Value * this.WaveSize : 77.5 after applying ShipCapMultiplier if any, numberUnits : 38.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 38.75 after applying Mark-based multiplier if any, numberUnits : 34.87 after applying at-least-one rule, numberUnits : 34.87 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 104.61 numberUnitsInt = numberUnits.IntValue : 104 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 84 numberUnits = kv.Value * this.WaveSize : 79.39 after applying ShipCapMultiplier if any, numberUnits : 2.36 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.36 after applying Mark-based multiplier if any, numberUnits : 2.13 after applying at-least-one rule, numberUnits : 2.13 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.38 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of MissileShipII with base magnitude of 92 numberUnits = kv.Value * this.WaveSize : 86.95 after applying ShipCapMultiplier if any, numberUnits : 43.47 after applying CanUseNeinzulRegenerator if any, numberUnits : 43.47 after applying Mark-based multiplier if any, numberUnits : 39.12 after applying at-least-one rule, numberUnits : 39.12 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 117.36 numberUnitsInt = numberUnits.IntValue : 117 CheckWave: populating count of ArmorShipII with base magnitude of 80 numberUnits = kv.Value * this.WaveSize : 75.61 after applying ShipCapMultiplier if any, numberUnits : 34.02 after applying CanUseNeinzulRegenerator if any, numberUnits : 34.02 after applying Mark-based multiplier if any, numberUnits : 30.61 after applying at-least-one rule, numberUnits : 30.61 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 91.84 numberUnitsInt = numberUnits.IntValue : 91 CheckWave: populating count of FighterII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 68.99 after applying ShipCapMultiplier if any, numberUnits : 34.49 after applying CanUseNeinzulRegenerator if any, numberUnits : 34.49 after applying Mark-based multiplier if any, numberUnits : 31.04 after applying at-least-one rule, numberUnits : 31.04 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 93.13 numberUnitsInt = numberUnits.IntValue : 93 CheckWave: populating count of ParasiteII with base magnitude of 78 numberUnits = kv.Value * this.WaveSize : 73.72 after applying ShipCapMultiplier if any, numberUnits : 18.43 after applying CanUseNeinzulRegenerator if any, numberUnits : 18.43 after applying Mark-based multiplier if any, numberUnits : 16.58 after applying at-least-one rule, numberUnits : 16.58 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 49.75 numberUnitsInt = numberUnits.IntValue : 49 CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.95 after applying ShipCapMultiplier if any, numberUnits : 0.95 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.95 after applying Mark-based multiplier if any, numberUnits : 1.42 after applying at-least-one rule, numberUnits : 1.42 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.25 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 728 TypesForDirectAdd count by type: LazerGatlingII => 267 BomberII => 104 SpireTractorPlatformII => 6 MissileShipII => 117 ArmorShipII => 91 FighterII => 93 ParasiteII => 49 RaidStarship => 1 TypesForCarrierAdd count by type: 12/23/2010 3:52:34 PM (4.054) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 15:06:31 WaveSize factor: 1.66 Raw Units Dictionary Entries: SpireTractorPlatformII => 55 LazerGatlingII => 71 FighterII => 71 MissileShipII => 57 BomberII => 61 ArmorShipII => 65 ParasiteII => 53 AutocannonMinipodII => 63 DreadnoughtII => 1 12/23/2010 3:52:35 PM (4.054) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 15:06:31 WaveSize factor: 1.66 Raw Units Dictionary Entries: ParasiteII => 491 RaidStarship => 1 Decloaker => 1 LeechStarshipII => 1 DecoyDrone => 1 DreadnoughtII => 1 12/23/2010 3:52:35 PM (4.054) ----------------------------------- Performing first CheckWave with size factor of 1.66 on wave at Game Time: 15:06:31 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 55 numberUnits = kv.Value * this.WaveSize : 91.34 after applying ShipCapMultiplier if any, numberUnits : 2.72 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.72 after applying Mark-based multiplier if any, numberUnits : 2.45 after applying at-least-one rule, numberUnits : 2.45 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.34 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of LazerGatlingII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 117.91 after applying ShipCapMultiplier if any, numberUnits : 165.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 165.06 after applying Mark-based multiplier if any, numberUnits : 148.53 after applying at-least-one rule, numberUnits : 148.53 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 445.6 numberUnitsInt = numberUnits.IntValue : 445 CheckWave: populating count of FighterII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 117.91 after applying ShipCapMultiplier if any, numberUnits : 58.95 after applying CanUseNeinzulRegenerator if any, numberUnits : 58.95 after applying Mark-based multiplier if any, numberUnits : 53.05 after applying at-least-one rule, numberUnits : 53.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 159.16 numberUnitsInt = numberUnits.IntValue : 159 CheckWave: populating count of MissileShipII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 94.66 after applying ShipCapMultiplier if any, numberUnits : 47.33 after applying CanUseNeinzulRegenerator if any, numberUnits : 47.33 after applying Mark-based multiplier if any, numberUnits : 42.59 after applying at-least-one rule, numberUnits : 42.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 127.77 numberUnitsInt = numberUnits.IntValue : 127 CheckWave: populating count of BomberII with base magnitude of 61 numberUnits = kv.Value * this.WaveSize : 101.3 after applying ShipCapMultiplier if any, numberUnits : 50.65 after applying CanUseNeinzulRegenerator if any, numberUnits : 50.65 after applying Mark-based multiplier if any, numberUnits : 45.58 after applying at-least-one rule, numberUnits : 45.58 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 136.74 numberUnitsInt = numberUnits.IntValue : 136 CheckWave: populating count of ArmorShipII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 107.94 after applying ShipCapMultiplier if any, numberUnits : 48.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 48.57 after applying Mark-based multiplier if any, numberUnits : 43.71 after applying at-least-one rule, numberUnits : 43.71 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 131.12 numberUnitsInt = numberUnits.IntValue : 131 CheckWave: populating count of ParasiteII with base magnitude of 53 numberUnits = kv.Value * this.WaveSize : 88.01 after applying ShipCapMultiplier if any, numberUnits : 22 after applying CanUseNeinzulRegenerator if any, numberUnits : 22 after applying Mark-based multiplier if any, numberUnits : 19.8 after applying at-least-one rule, numberUnits : 19.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 59.4 numberUnitsInt = numberUnits.IntValue : 59 CheckWave: populating count of AutocannonMinipodII with base magnitude of 63 numberUnits = kv.Value * this.WaveSize : 104.62 after applying ShipCapMultiplier if any, numberUnits : 104.62 after applying CanUseNeinzulRegenerator if any, numberUnits : 104.62 after applying Mark-based multiplier if any, numberUnits : 94.15 after applying at-least-one rule, numberUnits : 94.15 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 282.44 numberUnitsInt = numberUnits.IntValue : 282 CheckWave: populating count of DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.66 after applying ShipCapMultiplier if any, numberUnits : 1.66 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.66 after applying Mark-based multiplier if any, numberUnits : 1.49 after applying at-least-one rule, numberUnits : 1.49 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.48 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1347 TypesForDirectAdd count by type: SpireTractorPlatformII => 7 LazerGatlingII => 445 FighterII => 159 MissileShipII => 127 BomberII => 136 ArmorShipII => 126 DreadnoughtII => 1 TypesForCarrierAdd count by type: ArmorShipII => 5 ParasiteII => 59 AutocannonMinipodII => 282 12/23/2010 3:52:35 PM (4.054) ----------------------------------- Performing first CheckWave with size factor of 1.66 on wave at Game Time: 15:06:31 CheckWave: populating count of ParasiteII with base magnitude of 491 numberUnits = kv.Value * this.WaveSize : 815.38 after applying ShipCapMultiplier if any, numberUnits : 203.84 after applying CanUseNeinzulRegenerator if any, numberUnits : 203.84 after applying Mark-based multiplier if any, numberUnits : 183.44 after applying at-least-one rule, numberUnits : 183.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 550.32 numberUnitsInt = numberUnits.IntValue : 550 CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.66 after applying ShipCapMultiplier if any, numberUnits : 1.66 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.66 after applying Mark-based multiplier if any, numberUnits : 2.49 after applying at-least-one rule, numberUnits : 2.49 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.47 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of Decloaker with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.66 after applying ShipCapMultiplier if any, numberUnits : 1.66 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.66 after applying Mark-based multiplier if any, numberUnits : 2.49 after applying at-least-one rule, numberUnits : 2.49 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.47 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.66 after applying ShipCapMultiplier if any, numberUnits : 1.66 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.66 after applying Mark-based multiplier if any, numberUnits : 1.49 after applying at-least-one rule, numberUnits : 1.49 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.48 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.66 after applying ShipCapMultiplier if any, numberUnits : 1.66 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.66 after applying Mark-based multiplier if any, numberUnits : 1.16 after applying at-least-one rule, numberUnits : 1.16 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.49 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.66 after applying ShipCapMultiplier if any, numberUnits : 1.66 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.66 after applying Mark-based multiplier if any, numberUnits : 1.49 after applying at-least-one rule, numberUnits : 1.49 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.48 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 563 TypesForDirectAdd count by type: ParasiteII => 550 RaidStarship => 1 Decloaker => 7 LeechStarshipII => 1 DecoyDrone => 3 DreadnoughtII => 1 TypesForCarrierAdd count by type: 12/23/2010 11:25:51 PM (4.055) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 15:36:05 WaveSize factor: 1.47 Raw Units Dictionary Entries: BomberII => 66 MissileShipII => 71 AutocannonMinipodII => 78 LazerGatlingII => 72 ArmorShipII => 58 SpireTractorPlatformII => 58 ParasiteII => 56 FighterII => 61 DreadnoughtII => 1 12/23/2010 11:25:51 PM (4.055) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 15:36:05 WaveSize factor: 1.47 Raw Units Dictionary Entries: BomberII => 483 AutocannonMinipodII => 7 LazerGatlingII => 6 ParasiteII => 5 FighterII => 4 SpireTractorPlatformII => 11 ArmorShipII => 8 MissileShipII => 3 Flagship => 1 12/23/2010 11:25:51 PM (4.055) ----------------------------------- Performing first CheckWave with size factor of 1.47 on wave at Game Time: 15:36:05 CheckWave: populating count of BomberII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 97.02 after applying ShipCapMultiplier if any, numberUnits : 48.51 after applying CanUseNeinzulRegenerator if any, numberUnits : 48.51 after applying Mark-based multiplier if any, numberUnits : 43.65 after applying at-least-one rule, numberUnits : 43.65 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 130.96 numberUnitsInt = numberUnits.IntValue : 130 CheckWave: populating count of MissileShipII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 104.37 after applying ShipCapMultiplier if any, numberUnits : 52.18 after applying CanUseNeinzulRegenerator if any, numberUnits : 52.18 after applying Mark-based multiplier if any, numberUnits : 46.96 after applying at-least-one rule, numberUnits : 46.96 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 140.88 numberUnitsInt = numberUnits.IntValue : 140 CheckWave: populating count of AutocannonMinipodII with base magnitude of 78 numberUnits = kv.Value * this.WaveSize : 114.66 after applying ShipCapMultiplier if any, numberUnits : 114.66 after applying CanUseNeinzulRegenerator if any, numberUnits : 114.66 after applying Mark-based multiplier if any, numberUnits : 103.18 after applying at-least-one rule, numberUnits : 103.18 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 309.54 numberUnitsInt = numberUnits.IntValue : 309 CheckWave: populating count of LazerGatlingII with base magnitude of 72 numberUnits = kv.Value * this.WaveSize : 105.84 after applying ShipCapMultiplier if any, numberUnits : 148.16 after applying CanUseNeinzulRegenerator if any, numberUnits : 148.16 after applying Mark-based multiplier if any, numberUnits : 133.33 after applying at-least-one rule, numberUnits : 133.33 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 400 numberUnitsInt = numberUnits.IntValue : 399 CheckWave: populating count of ArmorShipII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 85.26 after applying ShipCapMultiplier if any, numberUnits : 38.36 after applying CanUseNeinzulRegenerator if any, numberUnits : 38.36 after applying Mark-based multiplier if any, numberUnits : 34.52 after applying at-least-one rule, numberUnits : 34.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 103.57 numberUnitsInt = numberUnits.IntValue : 103 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 85.26 after applying ShipCapMultiplier if any, numberUnits : 2.54 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.54 after applying Mark-based multiplier if any, numberUnits : 2.28 after applying at-least-one rule, numberUnits : 2.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.85 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of ParasiteII with base magnitude of 56 numberUnits = kv.Value * this.WaveSize : 82.32 after applying ShipCapMultiplier if any, numberUnits : 20.58 after applying CanUseNeinzulRegenerator if any, numberUnits : 20.58 after applying Mark-based multiplier if any, numberUnits : 18.52 after applying at-least-one rule, numberUnits : 18.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 55.56 numberUnitsInt = numberUnits.IntValue : 55 CheckWave: populating count of FighterII with base magnitude of 61 numberUnits = kv.Value * this.WaveSize : 89.67 after applying ShipCapMultiplier if any, numberUnits : 44.83 after applying CanUseNeinzulRegenerator if any, numberUnits : 44.83 after applying Mark-based multiplier if any, numberUnits : 40.35 after applying at-least-one rule, numberUnits : 40.35 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 121.04 numberUnitsInt = numberUnits.IntValue : 121 CheckWave: populating count of DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.47 after applying ShipCapMultiplier if any, numberUnits : 1.47 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.47 after applying Mark-based multiplier if any, numberUnits : 1.32 after applying at-least-one rule, numberUnits : 1.32 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.97 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1264 TypesForDirectAdd count by type: BomberII => 130 MissileShipII => 140 AutocannonMinipodII => 309 LazerGatlingII => 399 ArmorShipII => 22 DreadnoughtII => 1 TypesForCarrierAdd count by type: ArmorShipII => 81 SpireTractorPlatformII => 6 ParasiteII => 55 FighterII => 121 12/23/2010 11:25:51 PM (4.055) ----------------------------------- Performing first CheckWave with size factor of 1.47 on wave at Game Time: 15:36:05 CheckWave: populating count of BomberII with base magnitude of 483 numberUnits = kv.Value * this.WaveSize : 710 after applying ShipCapMultiplier if any, numberUnits : 355 after applying CanUseNeinzulRegenerator if any, numberUnits : 355 after applying Mark-based multiplier if any, numberUnits : 319.46 after applying at-least-one rule, numberUnits : 319.46 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 958.39 numberUnitsInt = numberUnits.IntValue : 958 CheckWave: populating count of AutocannonMinipodII with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 10.29 after applying ShipCapMultiplier if any, numberUnits : 10.29 after applying CanUseNeinzulRegenerator if any, numberUnits : 10.29 after applying Mark-based multiplier if any, numberUnits : 9.26 after applying at-least-one rule, numberUnits : 9.26 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 27.78 numberUnitsInt = numberUnits.IntValue : 27 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LazerGatlingII with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 8.82 after applying ShipCapMultiplier if any, numberUnits : 12.35 after applying CanUseNeinzulRegenerator if any, numberUnits : 12.35 after applying Mark-based multiplier if any, numberUnits : 11.11 after applying at-least-one rule, numberUnits : 11.11 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 33.33 numberUnitsInt = numberUnits.IntValue : 33 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ParasiteII with base magnitude of 5 numberUnits = kv.Value * this.WaveSize : 7.35 after applying ShipCapMultiplier if any, numberUnits : 1.84 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.84 after applying Mark-based multiplier if any, numberUnits : 1.65 after applying at-least-one rule, numberUnits : 1.65 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.96 numberUnitsInt = numberUnits.IntValue : 4 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of FighterII with base magnitude of 4 numberUnits = kv.Value * this.WaveSize : 5.88 after applying ShipCapMultiplier if any, numberUnits : 2.94 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.94 after applying Mark-based multiplier if any, numberUnits : 2.65 after applying at-least-one rule, numberUnits : 2.65 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.94 numberUnitsInt = numberUnits.IntValue : 7 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SpireTractorPlatformII with base magnitude of 11 numberUnits = kv.Value * this.WaveSize : 16.17 after applying ShipCapMultiplier if any, numberUnits : 0.48 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.48 after applying Mark-based multiplier if any, numberUnits : 0.43 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ArmorShipII with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 11.76 after applying ShipCapMultiplier if any, numberUnits : 5.29 after applying CanUseNeinzulRegenerator if any, numberUnits : 5.29 after applying Mark-based multiplier if any, numberUnits : 4.76 after applying at-least-one rule, numberUnits : 4.76 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 14.28 numberUnitsInt = numberUnits.IntValue : 14 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShipII with base magnitude of 3 numberUnits = kv.Value * this.WaveSize : 4.41 after applying ShipCapMultiplier if any, numberUnits : 2.2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.2 after applying Mark-based multiplier if any, numberUnits : 1.98 after applying at-least-one rule, numberUnits : 1.98 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.95 numberUnitsInt = numberUnits.IntValue : 5 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.47 after applying ShipCapMultiplier if any, numberUnits : 1.47 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.47 after applying Mark-based multiplier if any, numberUnits : 1.32 after applying at-least-one rule, numberUnits : 1.32 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.97 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1052 TypesForDirectAdd count by type: BomberII => 958 AutocannonMinipodII => 27 LazerGatlingII => 15 Flagship => 1 TypesForCarrierAdd count by type: LazerGatlingII => 18 ParasiteII => 4 FighterII => 7 SpireTractorPlatformII => 3 ArmorShipII => 14 MissileShipII => 5 12/24/2010 12:00:03 AM (4.055) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 16:05:25 WaveSize factor: 1.46 Raw Units Dictionary Entries: ParasiteII => 67 AutocannonMinipodII => 75 LazerGatlingII => 68 FighterII => 66 SpireTractorPlatformII => 71 MissileShipII => 67 ArmorShipII => 70 BomberII => 64 MobileRepairStation => 1 RaidStarship => 1 LeechStarshipII => 1 BomberStarship => 1 12/24/2010 12:00:03 AM (4.055) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 16:05:25 WaveSize factor: 1.46 Raw Units Dictionary Entries: FighterII => 65 SpireTractorPlatformII => 75 ParasiteII => 67 MissileShipII => 89 LazerGatlingII => 74 AutocannonMinipodII => 77 ArmorShipII => 76 BomberII => 71 LeechStarshipII => 1 BomberStarship => 2 12/24/2010 12:00:03 AM (4.055) ----------------------------------- Performing first CheckWave with size factor of 1.46 on wave at Game Time: 16:05:25 CheckWave: populating count of ParasiteII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 97.72 after applying ShipCapMultiplier if any, numberUnits : 24.43 after applying CanUseNeinzulRegenerator if any, numberUnits : 24.43 after applying Mark-based multiplier if any, numberUnits : 21.98 after applying at-least-one rule, numberUnits : 21.98 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 65.95 numberUnitsInt = numberUnits.IntValue : 65 CheckWave: populating count of AutocannonMinipodII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 109.39 after applying ShipCapMultiplier if any, numberUnits : 109.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 109.39 after applying Mark-based multiplier if any, numberUnits : 98.44 after applying at-least-one rule, numberUnits : 98.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 295.31 numberUnitsInt = numberUnits.IntValue : 295 CheckWave: populating count of LazerGatlingII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 99.18 after applying ShipCapMultiplier if any, numberUnits : 138.84 after applying CanUseNeinzulRegenerator if any, numberUnits : 138.84 after applying Mark-based multiplier if any, numberUnits : 124.94 after applying at-least-one rule, numberUnits : 124.94 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 374.82 numberUnitsInt = numberUnits.IntValue : 374 CheckWave: populating count of FighterII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 96.26 after applying ShipCapMultiplier if any, numberUnits : 48.13 after applying CanUseNeinzulRegenerator if any, numberUnits : 48.13 after applying Mark-based multiplier if any, numberUnits : 43.31 after applying at-least-one rule, numberUnits : 43.31 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 129.94 numberUnitsInt = numberUnits.IntValue : 129 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 103.55 after applying ShipCapMultiplier if any, numberUnits : 3.08 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.08 after applying Mark-based multiplier if any, numberUnits : 2.78 after applying at-least-one rule, numberUnits : 2.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.33 numberUnitsInt = numberUnits.IntValue : 8 CheckWave: populating count of MissileShipII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 97.72 after applying ShipCapMultiplier if any, numberUnits : 48.86 after applying CanUseNeinzulRegenerator if any, numberUnits : 48.86 after applying Mark-based multiplier if any, numberUnits : 43.97 after applying at-least-one rule, numberUnits : 43.97 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 131.91 numberUnitsInt = numberUnits.IntValue : 131 CheckWave: populating count of ArmorShipII with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 102.09 after applying ShipCapMultiplier if any, numberUnits : 45.94 after applying CanUseNeinzulRegenerator if any, numberUnits : 45.94 after applying Mark-based multiplier if any, numberUnits : 41.34 after applying at-least-one rule, numberUnits : 41.34 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 124.02 numberUnitsInt = numberUnits.IntValue : 124 CheckWave: populating count of BomberII with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 93.34 after applying ShipCapMultiplier if any, numberUnits : 46.67 after applying CanUseNeinzulRegenerator if any, numberUnits : 46.67 after applying Mark-based multiplier if any, numberUnits : 42 after applying at-least-one rule, numberUnits : 42 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 126 numberUnitsInt = numberUnits.IntValue : 126 CheckWave: populating count of MobileRepairStation with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.46 after applying ShipCapMultiplier if any, numberUnits : 0.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.07 after applying Mark-based multiplier if any, numberUnits : 0.11 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.46 after applying ShipCapMultiplier if any, numberUnits : 1.46 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.46 after applying Mark-based multiplier if any, numberUnits : 2.19 after applying at-least-one rule, numberUnits : 2.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.56 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.46 after applying ShipCapMultiplier if any, numberUnits : 1.46 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.46 after applying Mark-based multiplier if any, numberUnits : 1.31 after applying at-least-one rule, numberUnits : 1.31 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.94 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BomberStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.46 after applying ShipCapMultiplier if any, numberUnits : 1.46 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.46 after applying Mark-based multiplier if any, numberUnits : 2.19 after applying at-least-one rule, numberUnits : 2.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.56 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1258 TypesForDirectAdd count by type: ParasiteII => 65 AutocannonMinipodII => 295 LazerGatlingII => 374 FighterII => 129 SpireTractorPlatformII => 8 MissileShipII => 129 RaidStarship => 1 LeechStarshipII => 1 BomberStarship => 1 TypesForCarrierAdd count by type: MissileShipII => 2 ArmorShipII => 124 BomberII => 126 MobileRepairStation => 3 12/24/2010 12:00:03 AM (4.055) ----------------------------------- Performing first CheckWave with size factor of 1.46 on wave at Game Time: 16:05:25 CheckWave: populating count of FighterII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 94.8 after applying ShipCapMultiplier if any, numberUnits : 47.4 after applying CanUseNeinzulRegenerator if any, numberUnits : 47.4 after applying Mark-based multiplier if any, numberUnits : 42.66 after applying at-least-one rule, numberUnits : 42.66 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 127.97 numberUnitsInt = numberUnits.IntValue : 127 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 109.39 after applying ShipCapMultiplier if any, numberUnits : 3.26 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.26 after applying Mark-based multiplier if any, numberUnits : 2.93 after applying at-least-one rule, numberUnits : 2.93 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.8 numberUnitsInt = numberUnits.IntValue : 8 CheckWave: populating count of ParasiteII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 97.72 after applying ShipCapMultiplier if any, numberUnits : 24.43 after applying CanUseNeinzulRegenerator if any, numberUnits : 24.43 after applying Mark-based multiplier if any, numberUnits : 21.98 after applying at-least-one rule, numberUnits : 21.98 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 65.95 numberUnitsInt = numberUnits.IntValue : 65 CheckWave: populating count of MissileShipII with base magnitude of 89 numberUnits = kv.Value * this.WaveSize : 129.81 after applying ShipCapMultiplier if any, numberUnits : 64.9 after applying CanUseNeinzulRegenerator if any, numberUnits : 64.9 after applying Mark-based multiplier if any, numberUnits : 58.41 after applying at-least-one rule, numberUnits : 58.41 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 175.22 numberUnitsInt = numberUnits.IntValue : 175 CheckWave: populating count of LazerGatlingII with base magnitude of 74 numberUnits = kv.Value * this.WaveSize : 107.93 after applying ShipCapMultiplier if any, numberUnits : 151.09 after applying CanUseNeinzulRegenerator if any, numberUnits : 151.09 after applying Mark-based multiplier if any, numberUnits : 135.97 after applying at-least-one rule, numberUnits : 135.97 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 407.9 numberUnitsInt = numberUnits.IntValue : 407 CheckWave: populating count of AutocannonMinipodII with base magnitude of 77 numberUnits = kv.Value * this.WaveSize : 112.3 after applying ShipCapMultiplier if any, numberUnits : 112.3 after applying CanUseNeinzulRegenerator if any, numberUnits : 112.3 after applying Mark-based multiplier if any, numberUnits : 101.06 after applying at-least-one rule, numberUnits : 101.06 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 303.19 numberUnitsInt = numberUnits.IntValue : 303 CheckWave: populating count of ArmorShipII with base magnitude of 76 numberUnits = kv.Value * this.WaveSize : 110.85 after applying ShipCapMultiplier if any, numberUnits : 49.88 after applying CanUseNeinzulRegenerator if any, numberUnits : 49.88 after applying Mark-based multiplier if any, numberUnits : 44.88 after applying at-least-one rule, numberUnits : 44.88 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 134.65 numberUnitsInt = numberUnits.IntValue : 134 CheckWave: populating count of BomberII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 103.55 after applying ShipCapMultiplier if any, numberUnits : 51.78 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.78 after applying Mark-based multiplier if any, numberUnits : 46.59 after applying at-least-one rule, numberUnits : 46.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 139.78 numberUnitsInt = numberUnits.IntValue : 139 CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.46 after applying ShipCapMultiplier if any, numberUnits : 1.46 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.46 after applying Mark-based multiplier if any, numberUnits : 1.31 after applying at-least-one rule, numberUnits : 1.31 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.94 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BomberStarship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2.92 after applying ShipCapMultiplier if any, numberUnits : 2.92 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.92 after applying Mark-based multiplier if any, numberUnits : 4.38 after applying at-least-one rule, numberUnits : 4.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 13.13 numberUnitsInt = numberUnits.IntValue : 13 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1360 TypesForDirectAdd count by type: FighterII => 127 SpireTractorPlatformII => 8 ParasiteII => 65 MissileShipII => 175 LazerGatlingII => 407 AutocannonMinipodII => 218 LeechStarshipII => 1 BomberStarship => 1 TypesForCarrierAdd count by type: AutocannonMinipodII => 85 ArmorShipII => 134 BomberII => 139 12/24/2010 1:38:24 AM (4.055) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 16:35:50 WaveSize factor: 1.51 Raw Units Dictionary Entries: FighterII => 75 SpireTractorPlatformII => 57 LazerGatlingII => 63 ParasiteII => 65 BomberII => 56 AutocannonMinipodII => 62 ArmorShipII => 62 MissileShipII => 65 Flagship => 1 12/24/2010 1:38:24 AM (4.055) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 16:35:50 WaveSize factor: 1.51 Raw Units Dictionary Entries: AutocannonMinipodII => 584 LeechStarshipII => 1 12/24/2010 1:38:24 AM (4.055) ----------------------------------- Performing first CheckWave with size factor of 1.51 on wave at Game Time: 16:35:50 CheckWave: populating count of FighterII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 113.42 after applying ShipCapMultiplier if any, numberUnits : 56.71 after applying CanUseNeinzulRegenerator if any, numberUnits : 56.71 after applying Mark-based multiplier if any, numberUnits : 51.03 after applying at-least-one rule, numberUnits : 51.03 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 153.09 numberUnitsInt = numberUnits.IntValue : 153 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 86.2 after applying ShipCapMultiplier if any, numberUnits : 2.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.57 after applying Mark-based multiplier if any, numberUnits : 2.31 after applying at-least-one rule, numberUnits : 2.31 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.93 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of LazerGatlingII with base magnitude of 63 numberUnits = kv.Value * this.WaveSize : 95.27 after applying ShipCapMultiplier if any, numberUnits : 133.37 after applying CanUseNeinzulRegenerator if any, numberUnits : 133.37 after applying Mark-based multiplier if any, numberUnits : 120.02 after applying at-least-one rule, numberUnits : 120.02 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 360.05 numberUnitsInt = numberUnits.IntValue : 360 CheckWave: populating count of ParasiteII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 98.29 after applying ShipCapMultiplier if any, numberUnits : 24.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 24.57 after applying Mark-based multiplier if any, numberUnits : 22.11 after applying at-least-one rule, numberUnits : 22.11 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 66.34 numberUnitsInt = numberUnits.IntValue : 66 CheckWave: populating count of BomberII with base magnitude of 56 numberUnits = kv.Value * this.WaveSize : 84.68 after applying ShipCapMultiplier if any, numberUnits : 42.34 after applying CanUseNeinzulRegenerator if any, numberUnits : 42.34 after applying Mark-based multiplier if any, numberUnits : 38.1 after applying at-least-one rule, numberUnits : 38.1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 114.31 numberUnitsInt = numberUnits.IntValue : 114 CheckWave: populating count of AutocannonMinipodII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 93.76 after applying ShipCapMultiplier if any, numberUnits : 93.76 after applying CanUseNeinzulRegenerator if any, numberUnits : 93.76 after applying Mark-based multiplier if any, numberUnits : 84.37 after applying at-least-one rule, numberUnits : 84.37 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 253.12 numberUnitsInt = numberUnits.IntValue : 253 CheckWave: populating count of ArmorShipII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 93.76 after applying ShipCapMultiplier if any, numberUnits : 42.19 after applying CanUseNeinzulRegenerator if any, numberUnits : 42.19 after applying Mark-based multiplier if any, numberUnits : 37.96 after applying at-least-one rule, numberUnits : 37.96 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 113.89 numberUnitsInt = numberUnits.IntValue : 113 CheckWave: populating count of MissileShipII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 98.29 after applying ShipCapMultiplier if any, numberUnits : 49.15 after applying CanUseNeinzulRegenerator if any, numberUnits : 49.15 after applying Mark-based multiplier if any, numberUnits : 44.23 after applying at-least-one rule, numberUnits : 44.23 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 132.68 numberUnitsInt = numberUnits.IntValue : 132 CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.51 after applying ShipCapMultiplier if any, numberUnits : 1.51 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.51 after applying Mark-based multiplier if any, numberUnits : 1.36 after applying at-least-one rule, numberUnits : 1.36 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.08 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1198 TypesForDirectAdd count by type: FighterII => 153 SpireTractorPlatformII => 6 LazerGatlingII => 360 ParasiteII => 66 BomberII => 114 AutocannonMinipodII => 253 ArmorShipII => 48 Flagship => 1 TypesForCarrierAdd count by type: ArmorShipII => 65 MissileShipII => 132 12/24/2010 1:38:24 AM (4.055) ----------------------------------- Performing first CheckWave with size factor of 1.51 on wave at Game Time: 16:35:50 CheckWave: populating count of AutocannonMinipodII with base magnitude of 584 numberUnits = kv.Value * this.WaveSize : 883.13 after applying ShipCapMultiplier if any, numberUnits : 883.13 after applying CanUseNeinzulRegenerator if any, numberUnits : 883.13 after applying Mark-based multiplier if any, numberUnits : 794.73 after applying at-least-one rule, numberUnits : 794.73 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 2384.19 numberUnitsInt = numberUnits.IntValue : 2384 CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.51 after applying ShipCapMultiplier if any, numberUnits : 1.51 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.51 after applying Mark-based multiplier if any, numberUnits : 1.36 after applying at-least-one rule, numberUnits : 1.36 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.08 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 2385 TypesForDirectAdd count by type: AutocannonMinipodII => 1000 LeechStarshipII => 1 TypesForCarrierAdd count by type: AutocannonMinipodII => 1384 12/24/2010 1:57:26 AM (4.055) ----------------------------------- Triggering RaidEngine for linked planet, wave size factor: 2 ; Game Time: 16:46:56 12/24/2010 1:57:27 AM (4.055) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 16:46:56 WaveSize factor: 2 Raw Units Dictionary Entries: ParasiteIV => 68 FighterIV => 70 ArmorShipIV => 68 BomberIV => 75 AutocannonMinipodIV => 73 SpireTractorPlatformIV => 69 CruiserIV => 78 LazerGatlingIV => 58 ZinthStarship => 2 SpeedBooster => 1 BomberStarshipIII => 1 DecoyDrone => 1 12/24/2010 1:57:27 AM (4.055) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 16:46:56 CheckWave: populating count of ParasiteIV with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 136 after applying ShipCapMultiplier if any, numberUnits : 34 after applying CanUseNeinzulRegenerator if any, numberUnits : 34 after applying Mark-based multiplier if any, numberUnits : 20.4 after applying at-least-one rule, numberUnits : 20.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 61.19 numberUnitsInt = numberUnits.IntValue : 61 CheckWave: populating count of FighterIV with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 140 after applying ShipCapMultiplier if any, numberUnits : 70 after applying CanUseNeinzulRegenerator if any, numberUnits : 70 after applying Mark-based multiplier if any, numberUnits : 41.99 after applying at-least-one rule, numberUnits : 41.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 125.97 numberUnitsInt = numberUnits.IntValue : 125 CheckWave: populating count of ArmorShipIV with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 136 after applying ShipCapMultiplier if any, numberUnits : 61.19 after applying CanUseNeinzulRegenerator if any, numberUnits : 61.19 after applying Mark-based multiplier if any, numberUnits : 36.71 after applying at-least-one rule, numberUnits : 36.71 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 110.12 numberUnitsInt = numberUnits.IntValue : 110 CheckWave: populating count of BomberIV with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 150 after applying ShipCapMultiplier if any, numberUnits : 75 after applying CanUseNeinzulRegenerator if any, numberUnits : 75 after applying Mark-based multiplier if any, numberUnits : 44.99 after applying at-least-one rule, numberUnits : 44.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 134.97 numberUnitsInt = numberUnits.IntValue : 134 CheckWave: populating count of AutocannonMinipodIV with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 146 after applying ShipCapMultiplier if any, numberUnits : 146 after applying CanUseNeinzulRegenerator if any, numberUnits : 146 after applying Mark-based multiplier if any, numberUnits : 87.58 after applying at-least-one rule, numberUnits : 87.58 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 262.74 numberUnitsInt = numberUnits.IntValue : 262 CheckWave: populating count of SpireTractorPlatformIV with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 138 after applying ShipCapMultiplier if any, numberUnits : 4.11 after applying CanUseNeinzulRegenerator if any, numberUnits : 4.11 after applying Mark-based multiplier if any, numberUnits : 2.47 after applying at-least-one rule, numberUnits : 2.47 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.4 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of CruiserIV with base magnitude of 78 numberUnits = kv.Value * this.WaveSize : 156 after applying ShipCapMultiplier if any, numberUnits : 78 after applying CanUseNeinzulRegenerator if any, numberUnits : 78 after applying Mark-based multiplier if any, numberUnits : 46.79 after applying at-least-one rule, numberUnits : 46.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 140.37 numberUnitsInt = numberUnits.IntValue : 140 CheckWave: populating count of LazerGatlingIV with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 116 after applying ShipCapMultiplier if any, numberUnits : 162.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 162.39 after applying Mark-based multiplier if any, numberUnits : 97.41 after applying at-least-one rule, numberUnits : 97.41 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 292.23 numberUnitsInt = numberUnits.IntValue : 292 CheckWave: populating count of ZinthStarship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 4 after applying ShipCapMultiplier if any, numberUnits : 4 after applying CanUseNeinzulRegenerator if any, numberUnits : 4 after applying Mark-based multiplier if any, numberUnits : 2.8 after applying at-least-one rule, numberUnits : 2.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.4 numberUnitsInt = numberUnits.IntValue : 8 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of SpeedBooster with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 0.7 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of BomberStarshipIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.4 after applying at-least-one rule, numberUnits : 1.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.2 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.4 after applying at-least-one rule, numberUnits : 1.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.2 numberUnitsInt = numberUnits.IntValue : 4 skipping at-least-effective-ship-cap-rule due to multiple non-starship types Wave total ships: 1140 TypesForDirectAdd count by type: ParasiteIV => 61 FighterIV => 125 ArmorShipIV => 110 BomberIV => 134 AutocannonMinipodIV => 262 SpireTractorPlatformIV => 7 CruiserIV => 140 LazerGatlingIV => 161 ZinthStarship => 1 BomberStarshipIII => 1 TypesForCarrierAdd count by type: LazerGatlingIV => 131 SpeedBooster => 3 DecoyDrone => 4 12/24/2010 2:30:24 AM (4.055) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 17:09:54 WaveSize factor: 1.69 Raw Units Dictionary Entries: BomberII => 566 MobileRepairStation => 1 FighterII => 5 LazerGatlingII => 7 MissileShipII => 5 ParasiteII => 8 AutocannonMinipodII => 7 SpireTractorPlatformII => 8 ArmorShipII => 10 LeechStarshipII => 1 Decloaker => 1 12/24/2010 2:30:24 AM (4.055) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 17:09:54 WaveSize factor: 1.69 Raw Units Dictionary Entries: AutocannonMinipodII => 510 LeechStarshipII => 1 12/24/2010 2:30:24 AM (4.055) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 17:09:54 CheckWave: populating count of BomberII with base magnitude of 566 numberUnits = kv.Value * this.WaveSize : 958.72 after applying ShipCapMultiplier if any, numberUnits : 479.36 after applying CanUseNeinzulRegenerator if any, numberUnits : 479.36 after applying Mark-based multiplier if any, numberUnits : 431.38 after applying at-least-one rule, numberUnits : 431.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 1294.13 numberUnitsInt = numberUnits.IntValue : 1294 CheckWave: populating count of MobileRepairStation with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 0.08 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.08 after applying Mark-based multiplier if any, numberUnits : 0.13 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of FighterII with base magnitude of 5 numberUnits = kv.Value * this.WaveSize : 8.47 after applying ShipCapMultiplier if any, numberUnits : 4.23 after applying CanUseNeinzulRegenerator if any, numberUnits : 4.23 after applying Mark-based multiplier if any, numberUnits : 3.81 after applying at-least-one rule, numberUnits : 3.81 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 11.43 numberUnitsInt = numberUnits.IntValue : 11 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LazerGatlingII with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 11.86 after applying ShipCapMultiplier if any, numberUnits : 16.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 16.6 after applying Mark-based multiplier if any, numberUnits : 14.94 after applying at-least-one rule, numberUnits : 14.94 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 44.81 numberUnitsInt = numberUnits.IntValue : 44 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShipII with base magnitude of 5 numberUnits = kv.Value * this.WaveSize : 8.47 after applying ShipCapMultiplier if any, numberUnits : 4.23 after applying CanUseNeinzulRegenerator if any, numberUnits : 4.23 after applying Mark-based multiplier if any, numberUnits : 3.81 after applying at-least-one rule, numberUnits : 3.81 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 11.43 numberUnitsInt = numberUnits.IntValue : 11 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ParasiteII with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 13.55 after applying ShipCapMultiplier if any, numberUnits : 3.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.39 after applying Mark-based multiplier if any, numberUnits : 3.05 after applying at-least-one rule, numberUnits : 3.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9.15 numberUnitsInt = numberUnits.IntValue : 9 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of AutocannonMinipodII with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 11.86 after applying ShipCapMultiplier if any, numberUnits : 11.86 after applying CanUseNeinzulRegenerator if any, numberUnits : 11.86 after applying Mark-based multiplier if any, numberUnits : 10.67 after applying at-least-one rule, numberUnits : 10.67 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 32.01 numberUnitsInt = numberUnits.IntValue : 32 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SpireTractorPlatformII with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 13.55 after applying ShipCapMultiplier if any, numberUnits : 0.4 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.4 after applying Mark-based multiplier if any, numberUnits : 0.36 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ArmorShipII with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 16.94 after applying ShipCapMultiplier if any, numberUnits : 7.62 after applying CanUseNeinzulRegenerator if any, numberUnits : 7.62 after applying Mark-based multiplier if any, numberUnits : 6.86 after applying at-least-one rule, numberUnits : 6.86 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 20.58 numberUnitsInt = numberUnits.IntValue : 20 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.52 after applying at-least-one rule, numberUnits : 1.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.57 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of Decloaker with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 2.54 after applying at-least-one rule, numberUnits : 2.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.62 numberUnitsInt = numberUnits.IntValue : 7 Wave total ships: 1435 TypesForDirectAdd count by type: BomberII => 1000 LeechStarshipII => 1 TypesForCarrierAdd count by type: BomberII => 294 MobileRepairStation => 3 FighterII => 11 LazerGatlingII => 44 MissileShipII => 11 ParasiteII => 9 AutocannonMinipodII => 32 SpireTractorPlatformII => 3 ArmorShipII => 20 Decloaker => 7 12/24/2010 2:30:24 AM (4.055) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 17:09:54 CheckWave: populating count of AutocannonMinipodII with base magnitude of 510 numberUnits = kv.Value * this.WaveSize : 863.86 after applying ShipCapMultiplier if any, numberUnits : 863.86 after applying CanUseNeinzulRegenerator if any, numberUnits : 863.86 after applying Mark-based multiplier if any, numberUnits : 777.39 after applying at-least-one rule, numberUnits : 777.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 2332.17 numberUnitsInt = numberUnits.IntValue : 2332 CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.52 after applying at-least-one rule, numberUnits : 1.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.57 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 2333 TypesForDirectAdd count by type: AutocannonMinipodII => 1000 LeechStarshipII => 1 TypesForCarrierAdd count by type: AutocannonMinipodII => 1332 12/26/2010 12:04:28 AM (4.057) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 17:43:58 WaveSize factor: 1.69 Raw Units Dictionary Entries: MissileShipII => 73 SpireTractorPlatformII => 50 AutocannonMinipodII => 55 LazerGatlingII => 73 BomberII => 54 FighterII => 57 ParasiteII => 50 ArmorShipII => 47 Decloaker => 1 DreadnoughtII => 1 12/26/2010 12:04:28 AM (4.057) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 17:43:58 WaveSize factor: 1.69 Raw Units Dictionary Entries: ParasiteII => 57 AutocannonMinipodII => 58 SpireTractorPlatformII => 73 ArmorShipII => 62 LazerGatlingII => 64 MissileShipII => 69 FighterII => 61 BomberII => 65 DreadnoughtII => 1 12/26/2010 12:04:28 AM (4.057) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 17:43:58 CheckWave: populating count of MissileShipII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 123.65 after applying ShipCapMultiplier if any, numberUnits : 61.83 after applying CanUseNeinzulRegenerator if any, numberUnits : 61.83 after applying Mark-based multiplier if any, numberUnits : 55.64 after applying at-least-one rule, numberUnits : 55.64 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 166.91 numberUnitsInt = numberUnits.IntValue : 166 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 50 numberUnits = kv.Value * this.WaveSize : 84.69 after applying ShipCapMultiplier if any, numberUnits : 2.52 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.52 after applying Mark-based multiplier if any, numberUnits : 2.27 after applying at-least-one rule, numberUnits : 2.27 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.81 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of AutocannonMinipodII with base magnitude of 55 numberUnits = kv.Value * this.WaveSize : 93.16 after applying ShipCapMultiplier if any, numberUnits : 93.16 after applying CanUseNeinzulRegenerator if any, numberUnits : 93.16 after applying Mark-based multiplier if any, numberUnits : 83.84 after applying at-least-one rule, numberUnits : 83.84 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 251.51 numberUnitsInt = numberUnits.IntValue : 251 CheckWave: populating count of LazerGatlingII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 123.65 after applying ShipCapMultiplier if any, numberUnits : 173.1 after applying CanUseNeinzulRegenerator if any, numberUnits : 173.1 after applying Mark-based multiplier if any, numberUnits : 155.77 after applying at-least-one rule, numberUnits : 155.77 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 467.32 numberUnitsInt = numberUnits.IntValue : 467 CheckWave: populating count of BomberII with base magnitude of 54 numberUnits = kv.Value * this.WaveSize : 91.47 after applying ShipCapMultiplier if any, numberUnits : 45.73 after applying CanUseNeinzulRegenerator if any, numberUnits : 45.73 after applying Mark-based multiplier if any, numberUnits : 41.16 after applying at-least-one rule, numberUnits : 41.16 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 123.47 numberUnitsInt = numberUnits.IntValue : 123 CheckWave: populating count of FighterII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 96.55 after applying ShipCapMultiplier if any, numberUnits : 48.27 after applying CanUseNeinzulRegenerator if any, numberUnits : 48.27 after applying Mark-based multiplier if any, numberUnits : 43.44 after applying at-least-one rule, numberUnits : 43.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 130.33 numberUnitsInt = numberUnits.IntValue : 130 CheckWave: populating count of ParasiteII with base magnitude of 50 numberUnits = kv.Value * this.WaveSize : 84.69 after applying ShipCapMultiplier if any, numberUnits : 21.17 after applying CanUseNeinzulRegenerator if any, numberUnits : 21.17 after applying Mark-based multiplier if any, numberUnits : 19.05 after applying at-least-one rule, numberUnits : 19.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 57.16 numberUnitsInt = numberUnits.IntValue : 57 CheckWave: populating count of ArmorShipII with base magnitude of 47 numberUnits = kv.Value * this.WaveSize : 79.61 after applying ShipCapMultiplier if any, numberUnits : 35.82 after applying CanUseNeinzulRegenerator if any, numberUnits : 35.82 after applying Mark-based multiplier if any, numberUnits : 32.24 after applying at-least-one rule, numberUnits : 32.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 96.71 numberUnitsInt = numberUnits.IntValue : 96 CheckWave: populating count of Decloaker with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 2.54 after applying at-least-one rule, numberUnits : 2.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.62 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.52 after applying at-least-one rule, numberUnits : 1.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.57 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1304 TypesForDirectAdd count by type: MissileShipII => 166 SpireTractorPlatformII => 6 AutocannonMinipodII => 251 LazerGatlingII => 467 BomberII => 110 DreadnoughtII => 1 TypesForCarrierAdd count by type: BomberII => 13 FighterII => 130 ParasiteII => 57 ArmorShipII => 96 Decloaker => 7 12/26/2010 12:04:28 AM (4.057) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 17:43:58 CheckWave: populating count of ParasiteII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 96.55 after applying ShipCapMultiplier if any, numberUnits : 24.14 after applying CanUseNeinzulRegenerator if any, numberUnits : 24.14 after applying Mark-based multiplier if any, numberUnits : 21.72 after applying at-least-one rule, numberUnits : 21.72 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 65.16 numberUnitsInt = numberUnits.IntValue : 65 CheckWave: populating count of AutocannonMinipodII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 98.24 after applying ShipCapMultiplier if any, numberUnits : 98.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 98.24 after applying Mark-based multiplier if any, numberUnits : 88.41 after applying at-least-one rule, numberUnits : 88.41 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 265.23 numberUnitsInt = numberUnits.IntValue : 265 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 123.65 after applying ShipCapMultiplier if any, numberUnits : 3.68 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.68 after applying Mark-based multiplier if any, numberUnits : 3.31 after applying at-least-one rule, numberUnits : 3.31 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9.94 numberUnitsInt = numberUnits.IntValue : 9 CheckWave: populating count of ArmorShipII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 105.02 after applying ShipCapMultiplier if any, numberUnits : 47.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 47.25 after applying Mark-based multiplier if any, numberUnits : 42.52 after applying at-least-one rule, numberUnits : 42.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 127.57 numberUnitsInt = numberUnits.IntValue : 127 CheckWave: populating count of LazerGatlingII with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 108.41 after applying ShipCapMultiplier if any, numberUnits : 151.76 after applying CanUseNeinzulRegenerator if any, numberUnits : 151.76 after applying Mark-based multiplier if any, numberUnits : 136.57 after applying at-least-one rule, numberUnits : 136.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 409.7 numberUnitsInt = numberUnits.IntValue : 409 CheckWave: populating count of MissileShipII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 116.88 after applying ShipCapMultiplier if any, numberUnits : 58.44 after applying CanUseNeinzulRegenerator if any, numberUnits : 58.44 after applying Mark-based multiplier if any, numberUnits : 52.59 after applying at-least-one rule, numberUnits : 52.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 157.76 numberUnitsInt = numberUnits.IntValue : 157 CheckWave: populating count of FighterII with base magnitude of 61 numberUnits = kv.Value * this.WaveSize : 103.32 after applying ShipCapMultiplier if any, numberUnits : 51.66 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.66 after applying Mark-based multiplier if any, numberUnits : 46.49 after applying at-least-one rule, numberUnits : 46.49 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 139.47 numberUnitsInt = numberUnits.IntValue : 139 CheckWave: populating count of BomberII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 110.1 after applying ShipCapMultiplier if any, numberUnits : 55.05 after applying CanUseNeinzulRegenerator if any, numberUnits : 55.05 after applying Mark-based multiplier if any, numberUnits : 49.54 after applying at-least-one rule, numberUnits : 49.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 148.62 numberUnitsInt = numberUnits.IntValue : 148 CheckWave: populating count of DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.52 after applying at-least-one rule, numberUnits : 1.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.57 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1320 TypesForDirectAdd count by type: ParasiteII => 65 AutocannonMinipodII => 265 SpireTractorPlatformII => 9 ArmorShipII => 127 LazerGatlingII => 409 MissileShipII => 125 DreadnoughtII => 1 TypesForCarrierAdd count by type: MissileShipII => 32 FighterII => 139 BomberII => 148 12/26/2010 12:26:10 AM (4.057) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 17:59:24 WaveSize factor: 0.77 Raw Units Dictionary Entries: BomberII => 399 ParasiteII => 8 AutocannonMinipodII => 5 ArmorShipII => 6 DecoyDrone => 1 MissileShipII => 6 SpireTractorPlatformII => 9 LazerGatlingII => 2 LeechStarshipII => 1 FighterII => 2 DreadnoughtII => 2 Decloaker => 1 12/26/2010 12:26:10 AM (4.057) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 17:59:24 WaveSize factor: 0.77 Raw Units Dictionary Entries: AutocannonMinipodII => 48 BomberII => 59 LazerGatlingII => 59 ParasiteII => 53 ArmorShipII => 66 MissileShipII => 73 SpireTractorPlatformII => 48 FighterII => 59 BomberStarship => 1 12/26/2010 12:26:10 AM (4.057) ----------------------------------- Performing first CheckWave with size factor of 0.77 on wave at Game Time: 17:59:24 CheckWave: populating count of BomberII with base magnitude of 399 numberUnits = kv.Value * this.WaveSize : 305.97 after applying ShipCapMultiplier if any, numberUnits : 152.99 after applying CanUseNeinzulRegenerator if any, numberUnits : 152.99 after applying Mark-based multiplier if any, numberUnits : 137.67 after applying at-least-one rule, numberUnits : 137.67 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 413.02 numberUnitsInt = numberUnits.IntValue : 413 CheckWave: populating count of ParasiteII with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 6.13 after applying ShipCapMultiplier if any, numberUnits : 1.53 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.53 after applying Mark-based multiplier if any, numberUnits : 1.38 after applying at-least-one rule, numberUnits : 1.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.14 numberUnitsInt = numberUnits.IntValue : 4 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of AutocannonMinipodII with base magnitude of 5 numberUnits = kv.Value * this.WaveSize : 3.83 after applying ShipCapMultiplier if any, numberUnits : 3.83 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.83 after applying Mark-based multiplier if any, numberUnits : 3.45 after applying at-least-one rule, numberUnits : 3.45 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 10.35 numberUnitsInt = numberUnits.IntValue : 10 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ArmorShipII with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 4.6 after applying ShipCapMultiplier if any, numberUnits : 2.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.07 after applying Mark-based multiplier if any, numberUnits : 1.86 after applying at-least-one rule, numberUnits : 1.86 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.59 numberUnitsInt = numberUnits.IntValue : 5 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.77 after applying ShipCapMultiplier if any, numberUnits : 0.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.77 after applying Mark-based multiplier if any, numberUnits : 0.54 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShipII with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 4.6 after applying ShipCapMultiplier if any, numberUnits : 2.3 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.3 after applying Mark-based multiplier if any, numberUnits : 2.07 after applying at-least-one rule, numberUnits : 2.07 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.21 numberUnitsInt = numberUnits.IntValue : 6 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SpireTractorPlatformII with base magnitude of 9 numberUnits = kv.Value * this.WaveSize : 6.9 after applying ShipCapMultiplier if any, numberUnits : 0.21 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.21 after applying Mark-based multiplier if any, numberUnits : 0.18 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LazerGatlingII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 1.53 after applying ShipCapMultiplier if any, numberUnits : 2.15 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.15 after applying Mark-based multiplier if any, numberUnits : 1.93 after applying at-least-one rule, numberUnits : 1.93 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.8 numberUnitsInt = numberUnits.IntValue : 5 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.77 after applying ShipCapMultiplier if any, numberUnits : 0.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.77 after applying Mark-based multiplier if any, numberUnits : 0.69 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of FighterII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 1.53 after applying ShipCapMultiplier if any, numberUnits : 0.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.77 after applying Mark-based multiplier if any, numberUnits : 0.69 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of DreadnoughtII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 1.53 after applying ShipCapMultiplier if any, numberUnits : 1.53 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.53 after applying Mark-based multiplier if any, numberUnits : 1.38 after applying at-least-one rule, numberUnits : 1.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.14 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of Decloaker with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.77 after applying ShipCapMultiplier if any, numberUnits : 0.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.77 after applying Mark-based multiplier if any, numberUnits : 1.15 after applying at-least-one rule, numberUnits : 1.15 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.45 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types Wave total ships: 457 TypesForDirectAdd count by type: BomberII => 413 ParasiteII => 4 AutocannonMinipodII => 10 ArmorShipII => 5 DecoyDrone => 3 MissileShipII => 6 SpireTractorPlatformII => 3 LazerGatlingII => 5 LeechStarshipII => 1 FighterII => 3 DreadnoughtII => 1 Decloaker => 3 TypesForCarrierAdd count by type: 12/26/2010 12:26:10 AM (4.057) ----------------------------------- Performing first CheckWave with size factor of 0.77 on wave at Game Time: 17:59:24 CheckWave: populating count of AutocannonMinipodII with base magnitude of 48 numberUnits = kv.Value * this.WaveSize : 36.81 after applying ShipCapMultiplier if any, numberUnits : 36.81 after applying CanUseNeinzulRegenerator if any, numberUnits : 36.81 after applying Mark-based multiplier if any, numberUnits : 33.12 after applying at-least-one rule, numberUnits : 33.12 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 99.37 numberUnitsInt = numberUnits.IntValue : 99 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of BomberII with base magnitude of 59 numberUnits = kv.Value * this.WaveSize : 45.24 after applying ShipCapMultiplier if any, numberUnits : 22.62 after applying CanUseNeinzulRegenerator if any, numberUnits : 22.62 after applying Mark-based multiplier if any, numberUnits : 20.36 after applying at-least-one rule, numberUnits : 20.36 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 61.07 numberUnitsInt = numberUnits.IntValue : 61 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LazerGatlingII with base magnitude of 59 numberUnits = kv.Value * this.WaveSize : 45.24 after applying ShipCapMultiplier if any, numberUnits : 63.34 after applying CanUseNeinzulRegenerator if any, numberUnits : 63.34 after applying Mark-based multiplier if any, numberUnits : 57 after applying at-least-one rule, numberUnits : 57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 170.99 numberUnitsInt = numberUnits.IntValue : 170 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ParasiteII with base magnitude of 53 numberUnits = kv.Value * this.WaveSize : 40.64 after applying ShipCapMultiplier if any, numberUnits : 10.16 after applying CanUseNeinzulRegenerator if any, numberUnits : 10.16 after applying Mark-based multiplier if any, numberUnits : 9.14 after applying at-least-one rule, numberUnits : 9.14 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 27.43 numberUnitsInt = numberUnits.IntValue : 27 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ArmorShipII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 50.61 after applying ShipCapMultiplier if any, numberUnits : 22.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 22.77 after applying Mark-based multiplier if any, numberUnits : 20.49 after applying at-least-one rule, numberUnits : 20.49 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 61.48 numberUnitsInt = numberUnits.IntValue : 61 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShipII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 55.98 after applying ShipCapMultiplier if any, numberUnits : 27.99 after applying CanUseNeinzulRegenerator if any, numberUnits : 27.99 after applying Mark-based multiplier if any, numberUnits : 25.19 after applying at-least-one rule, numberUnits : 25.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 75.56 numberUnitsInt = numberUnits.IntValue : 75 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SpireTractorPlatformII with base magnitude of 48 numberUnits = kv.Value * this.WaveSize : 36.81 after applying ShipCapMultiplier if any, numberUnits : 1.1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.1 after applying Mark-based multiplier if any, numberUnits : 0.99 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of FighterII with base magnitude of 59 numberUnits = kv.Value * this.WaveSize : 45.24 after applying ShipCapMultiplier if any, numberUnits : 22.62 after applying CanUseNeinzulRegenerator if any, numberUnits : 22.62 after applying Mark-based multiplier if any, numberUnits : 20.36 after applying at-least-one rule, numberUnits : 20.36 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 61.07 numberUnitsInt = numberUnits.IntValue : 61 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of BomberStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.77 after applying ShipCapMultiplier if any, numberUnits : 0.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.77 after applying Mark-based multiplier if any, numberUnits : 1.15 after applying at-least-one rule, numberUnits : 1.15 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.45 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 558 TypesForDirectAdd count by type: AutocannonMinipodII => 99 BomberII => 61 LazerGatlingII => 170 ParasiteII => 27 ArmorShipII => 61 MissileShipII => 75 SpireTractorPlatformII => 3 FighterII => 61 BomberStarship => 1 TypesForCarrierAdd count by type: 12/26/2010 12:52:37 AM (4.057) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 18:19:35 WaveSize factor: 1 Raw Units Dictionary Entries: AutocannonMinipodII => 78 ArmorShipII => 69 BomberII => 67 ParasiteII => 70 LazerGatlingII => 67 MissileShipII => 69 SpireTractorPlatformII => 65 FighterII => 70 DecoyDrone => 1 DreadnoughtII => 1 12/26/2010 12:52:37 AM (4.057) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 18:19:35 WaveSize factor: 1 Raw Units Dictionary Entries: SpireTractorPlatformII => 51 MissileShipII => 78 LazerGatlingII => 67 FighterII => 65 ArmorShipII => 67 AutocannonMinipodII => 57 BomberII => 64 ParasiteII => 56 SpeedBooster => 1 Decloaker => 1 Flagship => 1 MobileRepairStation => 1 12/26/2010 12:52:37 AM (4.057) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 18:19:35 CheckWave: populating count of AutocannonMinipodII with base magnitude of 78 numberUnits = kv.Value * this.WaveSize : 78.25 after applying ShipCapMultiplier if any, numberUnits : 78.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 78.25 after applying Mark-based multiplier if any, numberUnits : 70.42 after applying at-least-one rule, numberUnits : 70.42 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 211.25 numberUnitsInt = numberUnits.IntValue : 211 CheckWave: populating count of ArmorShipII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 69.22 after applying ShipCapMultiplier if any, numberUnits : 31.15 after applying CanUseNeinzulRegenerator if any, numberUnits : 31.15 after applying Mark-based multiplier if any, numberUnits : 28.03 after applying at-least-one rule, numberUnits : 28.03 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 84.08 numberUnitsInt = numberUnits.IntValue : 84 CheckWave: populating count of BomberII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 67.21 after applying ShipCapMultiplier if any, numberUnits : 33.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 33.61 after applying Mark-based multiplier if any, numberUnits : 30.24 after applying at-least-one rule, numberUnits : 30.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 90.73 numberUnitsInt = numberUnits.IntValue : 90 CheckWave: populating count of ParasiteII with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 70.22 after applying ShipCapMultiplier if any, numberUnits : 17.56 after applying CanUseNeinzulRegenerator if any, numberUnits : 17.56 after applying Mark-based multiplier if any, numberUnits : 15.8 after applying at-least-one rule, numberUnits : 15.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 47.39 numberUnitsInt = numberUnits.IntValue : 47 CheckWave: populating count of LazerGatlingII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 67.21 after applying ShipCapMultiplier if any, numberUnits : 94.09 after applying CanUseNeinzulRegenerator if any, numberUnits : 94.09 after applying Mark-based multiplier if any, numberUnits : 84.67 after applying at-least-one rule, numberUnits : 84.67 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 254.02 numberUnitsInt = numberUnits.IntValue : 254 CheckWave: populating count of MissileShipII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 69.22 after applying ShipCapMultiplier if any, numberUnits : 34.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 34.61 after applying Mark-based multiplier if any, numberUnits : 31.15 after applying at-least-one rule, numberUnits : 31.15 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 93.44 numberUnitsInt = numberUnits.IntValue : 93 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 65.21 after applying ShipCapMultiplier if any, numberUnits : 1.94 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.94 after applying Mark-based multiplier if any, numberUnits : 1.75 after applying at-least-one rule, numberUnits : 1.75 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.24 numberUnitsInt = numberUnits.IntValue : 5 CheckWave: populating count of FighterII with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 70.22 after applying ShipCapMultiplier if any, numberUnits : 35.11 after applying CanUseNeinzulRegenerator if any, numberUnits : 35.11 after applying Mark-based multiplier if any, numberUnits : 31.6 after applying at-least-one rule, numberUnits : 31.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 94.79 numberUnitsInt = numberUnits.IntValue : 94 CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 0.7 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 0.9 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 882 TypesForDirectAdd count by type: AutocannonMinipodII => 211 ArmorShipII => 84 BomberII => 90 ParasiteII => 47 LazerGatlingII => 254 MissileShipII => 93 SpireTractorPlatformII => 5 FighterII => 94 DecoyDrone => 3 DreadnoughtII => 1 TypesForCarrierAdd count by type: 12/26/2010 12:52:37 AM (4.057) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 18:19:35 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 51 numberUnits = kv.Value * this.WaveSize : 51.16 after applying ShipCapMultiplier if any, numberUnits : 1.52 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.52 after applying Mark-based multiplier if any, numberUnits : 1.37 after applying at-least-one rule, numberUnits : 1.37 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.11 numberUnitsInt = numberUnits.IntValue : 4 CheckWave: populating count of MissileShipII with base magnitude of 78 numberUnits = kv.Value * this.WaveSize : 78.25 after applying ShipCapMultiplier if any, numberUnits : 39.12 after applying CanUseNeinzulRegenerator if any, numberUnits : 39.12 after applying Mark-based multiplier if any, numberUnits : 35.21 after applying at-least-one rule, numberUnits : 35.21 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 105.62 numberUnitsInt = numberUnits.IntValue : 105 CheckWave: populating count of LazerGatlingII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 67.21 after applying ShipCapMultiplier if any, numberUnits : 94.09 after applying CanUseNeinzulRegenerator if any, numberUnits : 94.09 after applying Mark-based multiplier if any, numberUnits : 84.67 after applying at-least-one rule, numberUnits : 84.67 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 254.02 numberUnitsInt = numberUnits.IntValue : 254 CheckWave: populating count of FighterII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 65.21 after applying ShipCapMultiplier if any, numberUnits : 32.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 32.6 after applying Mark-based multiplier if any, numberUnits : 29.34 after applying at-least-one rule, numberUnits : 29.34 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 88.02 numberUnitsInt = numberUnits.IntValue : 88 CheckWave: populating count of ArmorShipII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 67.21 after applying ShipCapMultiplier if any, numberUnits : 30.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 30.24 after applying Mark-based multiplier if any, numberUnits : 27.21 after applying at-least-one rule, numberUnits : 27.21 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 81.64 numberUnitsInt = numberUnits.IntValue : 81 CheckWave: populating count of AutocannonMinipodII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 57.18 after applying ShipCapMultiplier if any, numberUnits : 57.18 after applying CanUseNeinzulRegenerator if any, numberUnits : 57.18 after applying Mark-based multiplier if any, numberUnits : 51.46 after applying at-least-one rule, numberUnits : 51.46 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 154.37 numberUnitsInt = numberUnits.IntValue : 154 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of BomberII with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 64.2 after applying ShipCapMultiplier if any, numberUnits : 32.1 after applying CanUseNeinzulRegenerator if any, numberUnits : 32.1 after applying Mark-based multiplier if any, numberUnits : 28.89 after applying at-least-one rule, numberUnits : 28.89 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 86.66 numberUnitsInt = numberUnits.IntValue : 86 CheckWave: populating count of ParasiteII with base magnitude of 56 numberUnits = kv.Value * this.WaveSize : 56.18 after applying ShipCapMultiplier if any, numberUnits : 14.04 after applying CanUseNeinzulRegenerator if any, numberUnits : 14.04 after applying Mark-based multiplier if any, numberUnits : 12.64 after applying at-least-one rule, numberUnits : 12.64 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 37.92 numberUnitsInt = numberUnits.IntValue : 37 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SpeedBooster with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 0.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.5 after applying Mark-based multiplier if any, numberUnits : 0.35 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Decloaker with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.51 numberUnitsInt = numberUnits.IntValue : 4 CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 0.9 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of MobileRepairStation with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 0.05 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.05 after applying Mark-based multiplier if any, numberUnits : 0.07 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types Wave total ships: 820 TypesForDirectAdd count by type: SpireTractorPlatformII => 4 MissileShipII => 105 LazerGatlingII => 254 FighterII => 88 ArmorShipII => 81 AutocannonMinipodII => 154 BomberII => 86 ParasiteII => 37 SpeedBooster => 3 Decloaker => 4 Flagship => 1 MobileRepairStation => 3 TypesForCarrierAdd count by type: 12/27/2010 11:58:13 PM (4.058) ----------------------------------- Triggering Normal Wave; wave size factor: 1.69; Game Time: 18:53:34 12/27/2010 11:58:14 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 18:53:34 WaveSize factor: 1.69 Raw Units Dictionary Entries: LazerGatlingII => 65 ArmorShipII => 62 FighterII => 56 AutocannonMinipodII => 60 SpireTractorPlatformII => 57 BomberII => 66 MissileShipII => 58 ParasiteII => 59 BomberStarship => 1 LeechStarshipII => 2 MobileRepairStation => 1 12/27/2010 11:58:14 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 18:53:34 WaveSize factor: 1.69 Raw Units Dictionary Entries: MissileShipII => 58 FighterII => 62 AutocannonMinipodII => 60 SpireTractorPlatformII => 66 ArmorShipII => 63 BomberII => 57 ParasiteII => 84 LazerGatlingII => 63 RaidStarship => 1 12/27/2010 11:58:14 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 18:53:34 CheckWave: populating count of LazerGatlingII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 109.83 after applying ShipCapMultiplier if any, numberUnits : 153.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 153.75 after applying Mark-based multiplier if any, numberUnits : 138.36 after applying at-least-one rule, numberUnits : 138.36 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 415.08 numberUnitsInt = numberUnits.IntValue : 415 CheckWave: populating count of ArmorShipII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 104.76 after applying ShipCapMultiplier if any, numberUnits : 47.14 after applying CanUseNeinzulRegenerator if any, numberUnits : 47.14 after applying Mark-based multiplier if any, numberUnits : 42.42 after applying at-least-one rule, numberUnits : 42.42 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 127.26 numberUnitsInt = numberUnits.IntValue : 127 CheckWave: populating count of FighterII with base magnitude of 56 numberUnits = kv.Value * this.WaveSize : 94.62 after applying ShipCapMultiplier if any, numberUnits : 47.31 after applying CanUseNeinzulRegenerator if any, numberUnits : 47.31 after applying Mark-based multiplier if any, numberUnits : 42.58 after applying at-least-one rule, numberUnits : 42.58 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 127.73 numberUnitsInt = numberUnits.IntValue : 127 CheckWave: populating count of AutocannonMinipodII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 101.38 after applying ShipCapMultiplier if any, numberUnits : 101.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 101.38 after applying Mark-based multiplier if any, numberUnits : 91.23 after applying at-least-one rule, numberUnits : 91.23 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 273.7 numberUnitsInt = numberUnits.IntValue : 273 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 96.31 after applying ShipCapMultiplier if any, numberUnits : 2.87 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.87 after applying Mark-based multiplier if any, numberUnits : 2.58 after applying at-least-one rule, numberUnits : 2.58 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.74 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of BomberII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 111.52 after applying ShipCapMultiplier if any, numberUnits : 55.76 after applying CanUseNeinzulRegenerator if any, numberUnits : 55.76 after applying Mark-based multiplier if any, numberUnits : 50.18 after applying at-least-one rule, numberUnits : 50.18 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 150.54 numberUnitsInt = numberUnits.IntValue : 150 CheckWave: populating count of MissileShipII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 98 after applying ShipCapMultiplier if any, numberUnits : 49 after applying CanUseNeinzulRegenerator if any, numberUnits : 49 after applying Mark-based multiplier if any, numberUnits : 44.1 after applying at-least-one rule, numberUnits : 44.1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 132.29 numberUnitsInt = numberUnits.IntValue : 132 CheckWave: populating count of ParasiteII with base magnitude of 59 numberUnits = kv.Value * this.WaveSize : 99.69 after applying ShipCapMultiplier if any, numberUnits : 24.92 after applying CanUseNeinzulRegenerator if any, numberUnits : 24.92 after applying Mark-based multiplier if any, numberUnits : 22.43 after applying at-least-one rule, numberUnits : 22.43 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 67.28 numberUnitsInt = numberUnits.IntValue : 67 CheckWave: populating count of BomberStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 2.53 after applying at-least-one rule, numberUnits : 2.53 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.6 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of LeechStarshipII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.38 after applying ShipCapMultiplier if any, numberUnits : 3.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.38 after applying Mark-based multiplier if any, numberUnits : 3.04 after applying at-least-one rule, numberUnits : 3.04 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9.12 numberUnitsInt = numberUnits.IntValue : 9 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of MobileRepairStation with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 0.08 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.08 after applying Mark-based multiplier if any, numberUnits : 0.13 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types Wave total ships: 1303 TypesForDirectAdd count by type: LazerGatlingII => 415 ArmorShipII => 127 FighterII => 127 AutocannonMinipodII => 273 SpireTractorPlatformII => 7 BomberII => 51 BomberStarship => 1 LeechStarshipII => 1 TypesForCarrierAdd count by type: BomberII => 99 MissileShipII => 132 ParasiteII => 67 MobileRepairStation => 3 12/27/2010 11:58:14 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 18:53:34 CheckWave: populating count of MissileShipII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 98 after applying ShipCapMultiplier if any, numberUnits : 49 after applying CanUseNeinzulRegenerator if any, numberUnits : 49 after applying Mark-based multiplier if any, numberUnits : 44.1 after applying at-least-one rule, numberUnits : 44.1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 132.29 numberUnitsInt = numberUnits.IntValue : 132 CheckWave: populating count of FighterII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 104.76 after applying ShipCapMultiplier if any, numberUnits : 52.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 52.38 after applying Mark-based multiplier if any, numberUnits : 47.14 after applying at-least-one rule, numberUnits : 47.14 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 141.41 numberUnitsInt = numberUnits.IntValue : 141 CheckWave: populating count of AutocannonMinipodII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 101.38 after applying ShipCapMultiplier if any, numberUnits : 101.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 101.38 after applying Mark-based multiplier if any, numberUnits : 91.23 after applying at-least-one rule, numberUnits : 91.23 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 273.7 numberUnitsInt = numberUnits.IntValue : 273 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 111.52 after applying ShipCapMultiplier if any, numberUnits : 3.32 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.32 after applying Mark-based multiplier if any, numberUnits : 2.99 after applying at-least-one rule, numberUnits : 2.99 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.97 numberUnitsInt = numberUnits.IntValue : 8 CheckWave: populating count of ArmorShipII with base magnitude of 63 numberUnits = kv.Value * this.WaveSize : 106.45 after applying ShipCapMultiplier if any, numberUnits : 47.9 after applying CanUseNeinzulRegenerator if any, numberUnits : 47.9 after applying Mark-based multiplier if any, numberUnits : 43.1 after applying at-least-one rule, numberUnits : 43.1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 129.31 numberUnitsInt = numberUnits.IntValue : 129 CheckWave: populating count of BomberII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 96.31 after applying ShipCapMultiplier if any, numberUnits : 48.16 after applying CanUseNeinzulRegenerator if any, numberUnits : 48.16 after applying Mark-based multiplier if any, numberUnits : 43.34 after applying at-least-one rule, numberUnits : 43.34 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 130.01 numberUnitsInt = numberUnits.IntValue : 130 CheckWave: populating count of ParasiteII with base magnitude of 84 numberUnits = kv.Value * this.WaveSize : 141.93 after applying ShipCapMultiplier if any, numberUnits : 35.48 after applying CanUseNeinzulRegenerator if any, numberUnits : 35.48 after applying Mark-based multiplier if any, numberUnits : 31.93 after applying at-least-one rule, numberUnits : 31.93 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 95.79 numberUnitsInt = numberUnits.IntValue : 95 CheckWave: populating count of LazerGatlingII with base magnitude of 63 numberUnits = kv.Value * this.WaveSize : 106.45 after applying ShipCapMultiplier if any, numberUnits : 149.02 after applying CanUseNeinzulRegenerator if any, numberUnits : 149.02 after applying Mark-based multiplier if any, numberUnits : 134.1 after applying at-least-one rule, numberUnits : 134.1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 402.31 numberUnitsInt = numberUnits.IntValue : 402 CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 2.53 after applying at-least-one rule, numberUnits : 2.53 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.6 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1311 TypesForDirectAdd count by type: MissileShipII => 132 FighterII => 141 AutocannonMinipodII => 273 SpireTractorPlatformII => 8 ArmorShipII => 129 BomberII => 130 ParasiteII => 95 LazerGatlingII => 92 RaidStarship => 1 TypesForCarrierAdd count by type: LazerGatlingII => 310 12/28/2010 12:00:34 AM (4.058) ----------------------------------- Triggering Normal Wave; wave size factor: 1.03; Game Time: 18:55:39 12/28/2010 12:40:54 AM (4.058) ----------------------------------- Triggering Normal Wave; wave size factor: 1.35; Game Time: 19:21:36 12/28/2010 12:47:40 AM (4.058) ----------------------------------- Triggering Normal Wave; wave size factor: 1.63; Game Time: 19:26:26 12/28/2010 12:47:41 AM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 19:26:26 WaveSize factor: 1.63 Raw Units Dictionary Entries: BomberII => 69 FighterII => 51 SpireTractorPlatformII => 51 MissileShipII => 65 LazerGatlingII => 48 AutocannonMinipodII => 53 DeflectorDroneII => 57 ParasiteII => 58 ArmorShipII => 54 BomberStarship => 1 12/28/2010 12:47:41 AM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 19:26:26 WaveSize factor: 1.63 Raw Units Dictionary Entries: MissileShipII => 69 ArmorShipII => 62 LazerGatlingII => 58 SpireTractorPlatformII => 65 DeflectorDroneII => 69 BomberII => 66 ParasiteII => 70 AutocannonMinipodII => 60 FighterII => 58 MobileRepairStation => 1 LeechStarshipII => 1 12/28/2010 12:47:41 AM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.63 on wave at Game Time: 19:26:26 CheckWave: populating count of BomberII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 112.77 after applying ShipCapMultiplier if any, numberUnits : 56.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 56.38 after applying Mark-based multiplier if any, numberUnits : 50.74 after applying at-least-one rule, numberUnits : 50.74 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 152.22 numberUnitsInt = numberUnits.IntValue : 152 CheckWave: populating count of FighterII with base magnitude of 51 numberUnits = kv.Value * this.WaveSize : 83.35 after applying ShipCapMultiplier if any, numberUnits : 41.67 after applying CanUseNeinzulRegenerator if any, numberUnits : 41.67 after applying Mark-based multiplier if any, numberUnits : 37.5 after applying at-least-one rule, numberUnits : 37.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 112.51 numberUnitsInt = numberUnits.IntValue : 112 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 51 numberUnits = kv.Value * this.WaveSize : 83.35 after applying ShipCapMultiplier if any, numberUnits : 2.48 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.48 after applying Mark-based multiplier if any, numberUnits : 2.23 after applying at-least-one rule, numberUnits : 2.23 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.7 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of MissileShipII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 106.23 after applying ShipCapMultiplier if any, numberUnits : 53.11 after applying CanUseNeinzulRegenerator if any, numberUnits : 53.11 after applying Mark-based multiplier if any, numberUnits : 47.8 after applying at-least-one rule, numberUnits : 47.8 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 143.39 numberUnitsInt = numberUnits.IntValue : 143 CheckWave: populating count of LazerGatlingII with base magnitude of 48 numberUnits = kv.Value * this.WaveSize : 78.45 after applying ShipCapMultiplier if any, numberUnits : 109.82 after applying CanUseNeinzulRegenerator if any, numberUnits : 109.82 after applying Mark-based multiplier if any, numberUnits : 98.82 after applying at-least-one rule, numberUnits : 98.82 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 296.47 numberUnitsInt = numberUnits.IntValue : 296 CheckWave: populating count of AutocannonMinipodII with base magnitude of 53 numberUnits = kv.Value * this.WaveSize : 86.62 after applying ShipCapMultiplier if any, numberUnits : 86.62 after applying CanUseNeinzulRegenerator if any, numberUnits : 86.62 after applying Mark-based multiplier if any, numberUnits : 77.95 after applying at-least-one rule, numberUnits : 77.95 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 233.84 numberUnitsInt = numberUnits.IntValue : 233 CheckWave: populating count of DeflectorDroneII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 93.15 after applying ShipCapMultiplier if any, numberUnits : 93.15 after applying CanUseNeinzulRegenerator if any, numberUnits : 93.15 after applying Mark-based multiplier if any, numberUnits : 83.83 after applying at-least-one rule, numberUnits : 83.83 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 251.49 numberUnitsInt = numberUnits.IntValue : 251 CheckWave: populating count of ParasiteII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 94.79 after applying ShipCapMultiplier if any, numberUnits : 23.7 after applying CanUseNeinzulRegenerator if any, numberUnits : 23.7 after applying Mark-based multiplier if any, numberUnits : 21.32 after applying at-least-one rule, numberUnits : 21.32 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 63.97 numberUnitsInt = numberUnits.IntValue : 63 CheckWave: populating count of ArmorShipII with base magnitude of 54 numberUnits = kv.Value * this.WaveSize : 88.25 after applying ShipCapMultiplier if any, numberUnits : 39.71 after applying CanUseNeinzulRegenerator if any, numberUnits : 39.71 after applying Mark-based multiplier if any, numberUnits : 35.73 after applying at-least-one rule, numberUnits : 35.73 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 107.2 numberUnitsInt = numberUnits.IntValue : 107 CheckWave: populating count of BomberStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.63 after applying ShipCapMultiplier if any, numberUnits : 1.63 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.63 after applying Mark-based multiplier if any, numberUnits : 2.45 after applying at-least-one rule, numberUnits : 2.45 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.35 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1364 TypesForDirectAdd count by type: BomberII => 152 FighterII => 112 SpireTractorPlatformII => 6 MissileShipII => 143 LazerGatlingII => 296 AutocannonMinipodII => 233 DeflectorDroneII => 58 BomberStarship => 1 TypesForCarrierAdd count by type: DeflectorDroneII => 193 ParasiteII => 63 ArmorShipII => 107 12/28/2010 12:47:41 AM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.63 on wave at Game Time: 19:26:26 CheckWave: populating count of MissileShipII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 112.77 after applying ShipCapMultiplier if any, numberUnits : 56.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 56.38 after applying Mark-based multiplier if any, numberUnits : 50.74 after applying at-least-one rule, numberUnits : 50.74 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 152.22 numberUnitsInt = numberUnits.IntValue : 152 CheckWave: populating count of ArmorShipII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 101.33 after applying ShipCapMultiplier if any, numberUnits : 45.59 after applying CanUseNeinzulRegenerator if any, numberUnits : 45.59 after applying Mark-based multiplier if any, numberUnits : 41.03 after applying at-least-one rule, numberUnits : 41.03 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 123.08 numberUnitsInt = numberUnits.IntValue : 123 CheckWave: populating count of LazerGatlingII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 94.79 after applying ShipCapMultiplier if any, numberUnits : 132.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 132.69 after applying Mark-based multiplier if any, numberUnits : 119.41 after applying at-least-one rule, numberUnits : 119.41 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 358.23 numberUnitsInt = numberUnits.IntValue : 358 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 106.23 after applying ShipCapMultiplier if any, numberUnits : 3.16 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.16 after applying Mark-based multiplier if any, numberUnits : 2.85 after applying at-least-one rule, numberUnits : 2.85 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.54 numberUnitsInt = numberUnits.IntValue : 8 CheckWave: populating count of DeflectorDroneII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 112.77 after applying ShipCapMultiplier if any, numberUnits : 112.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 112.77 after applying Mark-based multiplier if any, numberUnits : 101.48 after applying at-least-one rule, numberUnits : 101.48 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 304.43 numberUnitsInt = numberUnits.IntValue : 304 CheckWave: populating count of BomberII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 107.86 after applying ShipCapMultiplier if any, numberUnits : 53.93 after applying CanUseNeinzulRegenerator if any, numberUnits : 53.93 after applying Mark-based multiplier if any, numberUnits : 48.53 after applying at-least-one rule, numberUnits : 48.53 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 145.6 numberUnitsInt = numberUnits.IntValue : 145 CheckWave: populating count of ParasiteII with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 114.4 after applying ShipCapMultiplier if any, numberUnits : 28.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 28.6 after applying Mark-based multiplier if any, numberUnits : 25.74 after applying at-least-one rule, numberUnits : 25.74 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 77.21 numberUnitsInt = numberUnits.IntValue : 77 CheckWave: populating count of AutocannonMinipodII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 98.06 after applying ShipCapMultiplier if any, numberUnits : 98.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 98.06 after applying Mark-based multiplier if any, numberUnits : 88.24 after applying at-least-one rule, numberUnits : 88.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 264.72 numberUnitsInt = numberUnits.IntValue : 264 CheckWave: populating count of FighterII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 94.79 after applying ShipCapMultiplier if any, numberUnits : 47.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 47.39 after applying Mark-based multiplier if any, numberUnits : 42.65 after applying at-least-one rule, numberUnits : 42.65 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 127.95 numberUnitsInt = numberUnits.IntValue : 127 CheckWave: populating count of MobileRepairStation with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.63 after applying ShipCapMultiplier if any, numberUnits : 0.08 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.08 after applying Mark-based multiplier if any, numberUnits : 0.12 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.63 after applying ShipCapMultiplier if any, numberUnits : 1.63 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.63 after applying Mark-based multiplier if any, numberUnits : 1.47 after applying at-least-one rule, numberUnits : 1.47 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.41 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1562 TypesForDirectAdd count by type: MissileShipII => 152 ArmorShipII => 123 LazerGatlingII => 358 SpireTractorPlatformII => 8 DeflectorDroneII => 304 BomberII => 55 LeechStarshipII => 1 TypesForCarrierAdd count by type: BomberII => 90 ParasiteII => 77 AutocannonMinipodII => 264 FighterII => 127 MobileRepairStation => 3 12/29/2010 8:35:45 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 19:49:46 WaveSize factor: 1.16 Raw Units Dictionary Entries: MissileShipII => 79 LazerGatlingII => 54 BomberII => 57 FighterII => 60 ParasiteII => 55 ArmorShipII => 71 Decloaker => 1 AutocannonMinipodII => 63 DeflectorDroneII => 67 SpireTractorPlatformII => 55 EngineerDroneII => 1 LeechStarshipII => 1 12/29/2010 8:35:45 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 19:49:46 WaveSize factor: 1.16 Raw Units Dictionary Entries: SpireTractorPlatformII => 43 BomberII => 68 MissileShipII => 55 AutocannonMinipodII => 39 ArmorShipII => 34 DeflectorDroneII => 65 FighterII => 56 ParasiteII => 60 LazerGatlingII => 54 LeechStarshipII => 1 12/29/2010 8:35:45 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.16 on wave at Game Time: 19:49:46 CheckWave: populating count of MissileShipII with base magnitude of 79 numberUnits = kv.Value * this.WaveSize : 91.63 after applying ShipCapMultiplier if any, numberUnits : 45.82 after applying CanUseNeinzulRegenerator if any, numberUnits : 45.82 after applying Mark-based multiplier if any, numberUnits : 41.23 after applying at-least-one rule, numberUnits : 41.23 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 123.69 numberUnitsInt = numberUnits.IntValue : 123 CheckWave: populating count of LazerGatlingII with base magnitude of 54 numberUnits = kv.Value * this.WaveSize : 62.64 after applying ShipCapMultiplier if any, numberUnits : 87.68 after applying CanUseNeinzulRegenerator if any, numberUnits : 87.68 after applying Mark-based multiplier if any, numberUnits : 78.91 after applying at-least-one rule, numberUnits : 78.91 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 236.72 numberUnitsInt = numberUnits.IntValue : 236 CheckWave: populating count of BomberII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 66.11 after applying ShipCapMultiplier if any, numberUnits : 33.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 33.06 after applying Mark-based multiplier if any, numberUnits : 29.75 after applying at-least-one rule, numberUnits : 29.75 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 89.24 numberUnitsInt = numberUnits.IntValue : 89 CheckWave: populating count of FighterII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 69.59 after applying ShipCapMultiplier if any, numberUnits : 34.8 after applying CanUseNeinzulRegenerator if any, numberUnits : 34.8 after applying Mark-based multiplier if any, numberUnits : 31.31 after applying at-least-one rule, numberUnits : 31.31 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 93.94 numberUnitsInt = numberUnits.IntValue : 93 CheckWave: populating count of ParasiteII with base magnitude of 55 numberUnits = kv.Value * this.WaveSize : 63.8 after applying ShipCapMultiplier if any, numberUnits : 15.95 after applying CanUseNeinzulRegenerator if any, numberUnits : 15.95 after applying Mark-based multiplier if any, numberUnits : 14.35 after applying at-least-one rule, numberUnits : 14.35 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 43.06 numberUnitsInt = numberUnits.IntValue : 43 CheckWave: populating count of ArmorShipII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 82.35 after applying ShipCapMultiplier if any, numberUnits : 37.05 after applying CanUseNeinzulRegenerator if any, numberUnits : 37.05 after applying Mark-based multiplier if any, numberUnits : 33.35 after applying at-least-one rule, numberUnits : 33.35 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 100.04 numberUnitsInt = numberUnits.IntValue : 100 CheckWave: populating count of Decloaker with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.16 after applying ShipCapMultiplier if any, numberUnits : 1.16 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.16 after applying Mark-based multiplier if any, numberUnits : 1.74 after applying at-least-one rule, numberUnits : 1.74 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.22 numberUnitsInt = numberUnits.IntValue : 5 CheckWave: populating count of AutocannonMinipodII with base magnitude of 63 numberUnits = kv.Value * this.WaveSize : 73.07 after applying ShipCapMultiplier if any, numberUnits : 73.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 73.07 after applying Mark-based multiplier if any, numberUnits : 65.76 after applying at-least-one rule, numberUnits : 65.76 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 197.28 numberUnitsInt = numberUnits.IntValue : 197 CheckWave: populating count of DeflectorDroneII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 77.71 after applying ShipCapMultiplier if any, numberUnits : 77.71 after applying CanUseNeinzulRegenerator if any, numberUnits : 77.71 after applying Mark-based multiplier if any, numberUnits : 69.94 after applying at-least-one rule, numberUnits : 69.94 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 209.81 numberUnitsInt = numberUnits.IntValue : 209 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 55 numberUnits = kv.Value * this.WaveSize : 63.8 after applying ShipCapMultiplier if any, numberUnits : 1.9 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.9 after applying Mark-based multiplier if any, numberUnits : 1.71 after applying at-least-one rule, numberUnits : 1.71 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.13 numberUnitsInt = numberUnits.IntValue : 5 CheckWave: populating count of EngineerDroneII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.16 after applying ShipCapMultiplier if any, numberUnits : 0.17 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.17 after applying Mark-based multiplier if any, numberUnits : 0.16 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.16 after applying ShipCapMultiplier if any, numberUnits : 1.16 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.16 after applying Mark-based multiplier if any, numberUnits : 1.04 after applying at-least-one rule, numberUnits : 1.04 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.13 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1104 TypesForDirectAdd count by type: MissileShipII => 123 LazerGatlingII => 236 BomberII => 89 FighterII => 93 ParasiteII => 43 ArmorShipII => 100 Decloaker => 5 AutocannonMinipodII => 197 DeflectorDroneII => 114 LeechStarshipII => 1 TypesForCarrierAdd count by type: DeflectorDroneII => 95 SpireTractorPlatformII => 5 EngineerDroneII => 3 12/29/2010 8:35:45 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.16 on wave at Game Time: 19:49:46 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 43 numberUnits = kv.Value * this.WaveSize : 49.88 after applying ShipCapMultiplier if any, numberUnits : 1.49 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.49 after applying Mark-based multiplier if any, numberUnits : 1.34 after applying at-least-one rule, numberUnits : 1.34 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.01 numberUnitsInt = numberUnits.IntValue : 4 CheckWave: populating count of BomberII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 78.87 after applying ShipCapMultiplier if any, numberUnits : 39.44 after applying CanUseNeinzulRegenerator if any, numberUnits : 39.44 after applying Mark-based multiplier if any, numberUnits : 35.49 after applying at-least-one rule, numberUnits : 35.49 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 106.47 numberUnitsInt = numberUnits.IntValue : 106 CheckWave: populating count of MissileShipII with base magnitude of 55 numberUnits = kv.Value * this.WaveSize : 63.8 after applying ShipCapMultiplier if any, numberUnits : 31.9 after applying CanUseNeinzulRegenerator if any, numberUnits : 31.9 after applying Mark-based multiplier if any, numberUnits : 28.7 after applying at-least-one rule, numberUnits : 28.7 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 86.11 numberUnitsInt = numberUnits.IntValue : 86 CheckWave: populating count of AutocannonMinipodII with base magnitude of 39 numberUnits = kv.Value * this.WaveSize : 45.24 after applying ShipCapMultiplier if any, numberUnits : 45.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 45.24 after applying Mark-based multiplier if any, numberUnits : 40.71 after applying at-least-one rule, numberUnits : 40.71 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 122.13 numberUnitsInt = numberUnits.IntValue : 122 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ArmorShipII with base magnitude of 34 numberUnits = kv.Value * this.WaveSize : 39.44 after applying ShipCapMultiplier if any, numberUnits : 17.74 after applying CanUseNeinzulRegenerator if any, numberUnits : 17.74 after applying Mark-based multiplier if any, numberUnits : 15.97 after applying at-least-one rule, numberUnits : 15.97 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 47.9 numberUnitsInt = numberUnits.IntValue : 47 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of DeflectorDroneII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 75.39 after applying ShipCapMultiplier if any, numberUnits : 75.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 75.39 after applying Mark-based multiplier if any, numberUnits : 67.85 after applying at-least-one rule, numberUnits : 67.85 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 203.54 numberUnitsInt = numberUnits.IntValue : 203 CheckWave: populating count of FighterII with base magnitude of 56 numberUnits = kv.Value * this.WaveSize : 64.96 after applying ShipCapMultiplier if any, numberUnits : 32.48 after applying CanUseNeinzulRegenerator if any, numberUnits : 32.48 after applying Mark-based multiplier if any, numberUnits : 29.23 after applying at-least-one rule, numberUnits : 29.23 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 87.68 numberUnitsInt = numberUnits.IntValue : 87 CheckWave: populating count of ParasiteII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 69.59 after applying ShipCapMultiplier if any, numberUnits : 17.4 after applying CanUseNeinzulRegenerator if any, numberUnits : 17.4 after applying Mark-based multiplier if any, numberUnits : 15.66 after applying at-least-one rule, numberUnits : 15.66 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 46.97 numberUnitsInt = numberUnits.IntValue : 46 CheckWave: populating count of LazerGatlingII with base magnitude of 54 numberUnits = kv.Value * this.WaveSize : 62.64 after applying ShipCapMultiplier if any, numberUnits : 87.68 after applying CanUseNeinzulRegenerator if any, numberUnits : 87.68 after applying Mark-based multiplier if any, numberUnits : 78.91 after applying at-least-one rule, numberUnits : 78.91 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 236.72 numberUnitsInt = numberUnits.IntValue : 236 CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.16 after applying ShipCapMultiplier if any, numberUnits : 1.16 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.16 after applying Mark-based multiplier if any, numberUnits : 1.04 after applying at-least-one rule, numberUnits : 1.04 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.13 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 938 TypesForDirectAdd count by type: SpireTractorPlatformII => 4 BomberII => 106 MissileShipII => 86 AutocannonMinipodII => 122 ArmorShipII => 47 DeflectorDroneII => 203 FighterII => 87 ParasiteII => 46 LazerGatlingII => 236 LeechStarshipII => 1 TypesForCarrierAdd count by type: 12/29/2010 9:48:28 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 20:23:50 WaveSize factor: 1.69 Raw Units Dictionary Entries: BomberII => 76 ArmorShipII => 57 FighterII => 52 MissileShipII => 67 LazerGatlingII => 58 SpireTractorPlatformII => 44 DeflectorDroneII => 58 ParasiteII => 62 AutocannonMinipodII => 52 RaidStarship => 1 12/29/2010 9:48:28 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 20:23:50 WaveSize factor: 1.69 Raw Units Dictionary Entries: LazerGatlingII => 61 ParasiteII => 44 DeflectorDroneII => 57 AutocannonMinipodII => 66 ArmorShipII => 57 BomberII => 62 FighterII => 52 MissileShipII => 63 Flagship => 2 SpireTractorPlatformII => 52 RaidStarship => 1 12/29/2010 9:48:29 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 20:23:50 CheckWave: populating count of BomberII with base magnitude of 76 numberUnits = kv.Value * this.WaveSize : 128.73 after applying ShipCapMultiplier if any, numberUnits : 64.37 after applying CanUseNeinzulRegenerator if any, numberUnits : 64.37 after applying Mark-based multiplier if any, numberUnits : 57.92 after applying at-least-one rule, numberUnits : 57.92 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 173.77 numberUnitsInt = numberUnits.IntValue : 173 CheckWave: populating count of ArmorShipII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 96.55 after applying ShipCapMultiplier if any, numberUnits : 43.44 after applying CanUseNeinzulRegenerator if any, numberUnits : 43.44 after applying Mark-based multiplier if any, numberUnits : 39.09 after applying at-least-one rule, numberUnits : 39.09 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 117.28 numberUnitsInt = numberUnits.IntValue : 117 CheckWave: populating count of FighterII with base magnitude of 52 numberUnits = kv.Value * this.WaveSize : 88.08 after applying ShipCapMultiplier if any, numberUnits : 44.04 after applying CanUseNeinzulRegenerator if any, numberUnits : 44.04 after applying Mark-based multiplier if any, numberUnits : 39.63 after applying at-least-one rule, numberUnits : 39.63 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 118.89 numberUnitsInt = numberUnits.IntValue : 118 CheckWave: populating count of MissileShipII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 113.49 after applying ShipCapMultiplier if any, numberUnits : 56.74 after applying CanUseNeinzulRegenerator if any, numberUnits : 56.74 after applying Mark-based multiplier if any, numberUnits : 51.06 after applying at-least-one rule, numberUnits : 51.06 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 153.19 numberUnitsInt = numberUnits.IntValue : 153 CheckWave: populating count of LazerGatlingII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 98.24 after applying ShipCapMultiplier if any, numberUnits : 137.53 after applying CanUseNeinzulRegenerator if any, numberUnits : 137.53 after applying Mark-based multiplier if any, numberUnits : 123.76 after applying at-least-one rule, numberUnits : 123.76 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 371.29 numberUnitsInt = numberUnits.IntValue : 371 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 44 numberUnits = kv.Value * this.WaveSize : 74.53 after applying ShipCapMultiplier if any, numberUnits : 2.22 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.22 after applying Mark-based multiplier if any, numberUnits : 2 after applying at-least-one rule, numberUnits : 2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.99 numberUnitsInt = numberUnits.IntValue : 5 CheckWave: populating count of DeflectorDroneII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 98.24 after applying ShipCapMultiplier if any, numberUnits : 98.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 98.24 after applying Mark-based multiplier if any, numberUnits : 88.41 after applying at-least-one rule, numberUnits : 88.41 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 265.23 numberUnitsInt = numberUnits.IntValue : 265 CheckWave: populating count of ParasiteII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 105.02 after applying ShipCapMultiplier if any, numberUnits : 26.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 26.25 after applying Mark-based multiplier if any, numberUnits : 23.63 after applying at-least-one rule, numberUnits : 23.63 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 70.88 numberUnitsInt = numberUnits.IntValue : 70 CheckWave: populating count of AutocannonMinipodII with base magnitude of 52 numberUnits = kv.Value * this.WaveSize : 88.08 after applying ShipCapMultiplier if any, numberUnits : 88.08 after applying CanUseNeinzulRegenerator if any, numberUnits : 88.08 after applying Mark-based multiplier if any, numberUnits : 79.26 after applying at-least-one rule, numberUnits : 79.26 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 237.79 numberUnitsInt = numberUnits.IntValue : 237 CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 2.54 after applying at-least-one rule, numberUnits : 2.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.62 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1510 TypesForDirectAdd count by type: BomberII => 173 ArmorShipII => 117 FighterII => 118 MissileShipII => 153 LazerGatlingII => 371 SpireTractorPlatformII => 5 DeflectorDroneII => 63 RaidStarship => 1 TypesForCarrierAdd count by type: DeflectorDroneII => 202 ParasiteII => 70 AutocannonMinipodII => 237 12/29/2010 9:48:29 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 20:23:50 CheckWave: populating count of LazerGatlingII with base magnitude of 61 numberUnits = kv.Value * this.WaveSize : 103.32 after applying ShipCapMultiplier if any, numberUnits : 144.64 after applying CanUseNeinzulRegenerator if any, numberUnits : 144.64 after applying Mark-based multiplier if any, numberUnits : 130.17 after applying at-least-one rule, numberUnits : 130.17 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 390.5 numberUnitsInt = numberUnits.IntValue : 390 CheckWave: populating count of ParasiteII with base magnitude of 44 numberUnits = kv.Value * this.WaveSize : 74.53 after applying ShipCapMultiplier if any, numberUnits : 18.63 after applying CanUseNeinzulRegenerator if any, numberUnits : 18.63 after applying Mark-based multiplier if any, numberUnits : 16.77 after applying at-least-one rule, numberUnits : 16.77 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 50.3 numberUnitsInt = numberUnits.IntValue : 50 CheckWave: populating count of DeflectorDroneII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 96.55 after applying ShipCapMultiplier if any, numberUnits : 96.55 after applying CanUseNeinzulRegenerator if any, numberUnits : 96.55 after applying Mark-based multiplier if any, numberUnits : 86.88 after applying at-least-one rule, numberUnits : 86.88 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 260.65 numberUnitsInt = numberUnits.IntValue : 260 CheckWave: populating count of AutocannonMinipodII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 111.79 after applying ShipCapMultiplier if any, numberUnits : 111.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 111.79 after applying Mark-based multiplier if any, numberUnits : 100.6 after applying at-least-one rule, numberUnits : 100.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 301.81 numberUnitsInt = numberUnits.IntValue : 301 CheckWave: populating count of ArmorShipII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 96.55 after applying ShipCapMultiplier if any, numberUnits : 43.44 after applying CanUseNeinzulRegenerator if any, numberUnits : 43.44 after applying Mark-based multiplier if any, numberUnits : 39.09 after applying at-least-one rule, numberUnits : 39.09 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 117.28 numberUnitsInt = numberUnits.IntValue : 117 CheckWave: populating count of BomberII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 105.02 after applying ShipCapMultiplier if any, numberUnits : 52.51 after applying CanUseNeinzulRegenerator if any, numberUnits : 52.51 after applying Mark-based multiplier if any, numberUnits : 47.25 after applying at-least-one rule, numberUnits : 47.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 141.76 numberUnitsInt = numberUnits.IntValue : 141 CheckWave: populating count of FighterII with base magnitude of 52 numberUnits = kv.Value * this.WaveSize : 88.08 after applying ShipCapMultiplier if any, numberUnits : 44.04 after applying CanUseNeinzulRegenerator if any, numberUnits : 44.04 after applying Mark-based multiplier if any, numberUnits : 39.63 after applying at-least-one rule, numberUnits : 39.63 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 118.89 numberUnitsInt = numberUnits.IntValue : 118 CheckWave: populating count of MissileShipII with base magnitude of 63 numberUnits = kv.Value * this.WaveSize : 106.71 after applying ShipCapMultiplier if any, numberUnits : 53.36 after applying CanUseNeinzulRegenerator if any, numberUnits : 53.36 after applying Mark-based multiplier if any, numberUnits : 48.02 after applying at-least-one rule, numberUnits : 48.02 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 144.05 numberUnitsInt = numberUnits.IntValue : 144 CheckWave: populating count of Flagship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.39 after applying ShipCapMultiplier if any, numberUnits : 3.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.39 after applying Mark-based multiplier if any, numberUnits : 3.05 after applying at-least-one rule, numberUnits : 3.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9.15 numberUnitsInt = numberUnits.IntValue : 9 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of SpireTractorPlatformII with base magnitude of 52 numberUnits = kv.Value * this.WaveSize : 88.08 after applying ShipCapMultiplier if any, numberUnits : 2.62 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.62 after applying Mark-based multiplier if any, numberUnits : 2.36 after applying at-least-one rule, numberUnits : 2.36 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.08 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 2.54 after applying at-least-one rule, numberUnits : 2.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.62 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1530 TypesForDirectAdd count by type: LazerGatlingII => 390 ParasiteII => 50 DeflectorDroneII => 260 AutocannonMinipodII => 300 Flagship => 1 RaidStarship => 1 TypesForCarrierAdd count by type: AutocannonMinipodII => 1 ArmorShipII => 117 BomberII => 141 FighterII => 118 MissileShipII => 144 SpireTractorPlatformII => 7 12/29/2010 10:18:47 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 20:44:05 WaveSize factor: 1.01 Raw Units Dictionary Entries: MissileShipII => 75 DeflectorDroneII => 60 ParasiteII => 77 SpireTractorPlatformII => 59 BomberII => 57 LazerGatlingII => 69 FighterII => 66 AutocannonMinipodII => 69 ArmorShipII => 56 Flagship => 1 12/29/2010 10:18:48 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 20:44:05 WaveSize factor: 1.01 Raw Units Dictionary Entries: AutocannonMinipodII => 70 ParasiteII => 65 DeflectorDroneII => 59 MissileShipII => 65 SpireTractorPlatformII => 68 LazerGatlingII => 67 BomberII => 71 ArmorShipII => 68 FighterII => 65 DecoyDrone => 1 LeechStarshipII => 1 12/29/2010 10:18:48 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.01 on wave at Game Time: 20:44:05 CheckWave: populating count of MissileShipII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 75.49 after applying ShipCapMultiplier if any, numberUnits : 37.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 37.75 after applying Mark-based multiplier if any, numberUnits : 33.97 after applying at-least-one rule, numberUnits : 33.97 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 101.91 numberUnitsInt = numberUnits.IntValue : 101 CheckWave: populating count of DeflectorDroneII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 60.4 after applying ShipCapMultiplier if any, numberUnits : 60.4 after applying CanUseNeinzulRegenerator if any, numberUnits : 60.4 after applying Mark-based multiplier if any, numberUnits : 54.35 after applying at-least-one rule, numberUnits : 54.35 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 163.05 numberUnitsInt = numberUnits.IntValue : 163 CheckWave: populating count of ParasiteII with base magnitude of 77 numberUnits = kv.Value * this.WaveSize : 77.51 after applying ShipCapMultiplier if any, numberUnits : 19.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 19.38 after applying Mark-based multiplier if any, numberUnits : 17.44 after applying at-least-one rule, numberUnits : 17.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 52.31 numberUnitsInt = numberUnits.IntValue : 52 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 59 numberUnits = kv.Value * this.WaveSize : 59.39 after applying ShipCapMultiplier if any, numberUnits : 1.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.77 after applying Mark-based multiplier if any, numberUnits : 1.59 after applying at-least-one rule, numberUnits : 1.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.77 numberUnitsInt = numberUnits.IntValue : 4 CheckWave: populating count of BomberII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 57.38 after applying ShipCapMultiplier if any, numberUnits : 28.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 28.69 after applying Mark-based multiplier if any, numberUnits : 25.82 after applying at-least-one rule, numberUnits : 25.82 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 77.45 numberUnitsInt = numberUnits.IntValue : 77 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LazerGatlingII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 69.45 after applying ShipCapMultiplier if any, numberUnits : 97.23 after applying CanUseNeinzulRegenerator if any, numberUnits : 97.23 after applying Mark-based multiplier if any, numberUnits : 87.5 after applying at-least-one rule, numberUnits : 87.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 262.49 numberUnitsInt = numberUnits.IntValue : 262 CheckWave: populating count of FighterII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 66.44 after applying ShipCapMultiplier if any, numberUnits : 33.22 after applying CanUseNeinzulRegenerator if any, numberUnits : 33.22 after applying Mark-based multiplier if any, numberUnits : 29.89 after applying at-least-one rule, numberUnits : 29.89 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 89.68 numberUnitsInt = numberUnits.IntValue : 89 CheckWave: populating count of AutocannonMinipodII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 69.45 after applying ShipCapMultiplier if any, numberUnits : 69.45 after applying CanUseNeinzulRegenerator if any, numberUnits : 69.45 after applying Mark-based multiplier if any, numberUnits : 62.5 after applying at-least-one rule, numberUnits : 62.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 187.51 numberUnitsInt = numberUnits.IntValue : 187 CheckWave: populating count of ArmorShipII with base magnitude of 56 numberUnits = kv.Value * this.WaveSize : 56.37 after applying ShipCapMultiplier if any, numberUnits : 25.36 after applying CanUseNeinzulRegenerator if any, numberUnits : 25.36 after applying Mark-based multiplier if any, numberUnits : 22.82 after applying at-least-one rule, numberUnits : 22.82 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 68.47 numberUnitsInt = numberUnits.IntValue : 68 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.01 after applying ShipCapMultiplier if any, numberUnits : 1.01 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.01 after applying Mark-based multiplier if any, numberUnits : 0.91 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1004 TypesForDirectAdd count by type: MissileShipII => 101 DeflectorDroneII => 163 ParasiteII => 52 SpireTractorPlatformII => 4 BomberII => 77 LazerGatlingII => 262 FighterII => 89 AutocannonMinipodII => 187 ArmorShipII => 65 Flagship => 1 TypesForCarrierAdd count by type: ArmorShipII => 3 12/29/2010 10:18:48 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.01 on wave at Game Time: 20:44:05 CheckWave: populating count of AutocannonMinipodII with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 70.46 after applying ShipCapMultiplier if any, numberUnits : 70.46 after applying CanUseNeinzulRegenerator if any, numberUnits : 70.46 after applying Mark-based multiplier if any, numberUnits : 63.41 after applying at-least-one rule, numberUnits : 63.41 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 190.22 numberUnitsInt = numberUnits.IntValue : 190 CheckWave: populating count of ParasiteII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 65.43 after applying ShipCapMultiplier if any, numberUnits : 16.36 after applying CanUseNeinzulRegenerator if any, numberUnits : 16.36 after applying Mark-based multiplier if any, numberUnits : 14.72 after applying at-least-one rule, numberUnits : 14.72 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 44.16 numberUnitsInt = numberUnits.IntValue : 44 CheckWave: populating count of DeflectorDroneII with base magnitude of 59 numberUnits = kv.Value * this.WaveSize : 59.39 after applying ShipCapMultiplier if any, numberUnits : 59.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 59.39 after applying Mark-based multiplier if any, numberUnits : 53.44 after applying at-least-one rule, numberUnits : 53.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 160.33 numberUnitsInt = numberUnits.IntValue : 160 CheckWave: populating count of MissileShipII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 65.43 after applying ShipCapMultiplier if any, numberUnits : 32.71 after applying CanUseNeinzulRegenerator if any, numberUnits : 32.71 after applying Mark-based multiplier if any, numberUnits : 29.44 after applying at-least-one rule, numberUnits : 29.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 88.32 numberUnitsInt = numberUnits.IntValue : 88 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 68.45 after applying ShipCapMultiplier if any, numberUnits : 2.04 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.04 after applying Mark-based multiplier if any, numberUnits : 1.83 after applying at-least-one rule, numberUnits : 1.83 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.5 numberUnitsInt = numberUnits.IntValue : 5 CheckWave: populating count of LazerGatlingII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 67.44 after applying ShipCapMultiplier if any, numberUnits : 94.41 after applying CanUseNeinzulRegenerator if any, numberUnits : 94.41 after applying Mark-based multiplier if any, numberUnits : 84.96 after applying at-least-one rule, numberUnits : 84.96 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 254.88 numberUnitsInt = numberUnits.IntValue : 254 CheckWave: populating count of BomberII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 71.47 after applying ShipCapMultiplier if any, numberUnits : 35.73 after applying CanUseNeinzulRegenerator if any, numberUnits : 35.73 after applying Mark-based multiplier if any, numberUnits : 32.16 after applying at-least-one rule, numberUnits : 32.16 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 96.47 numberUnitsInt = numberUnits.IntValue : 96 CheckWave: populating count of ArmorShipII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 68.45 after applying ShipCapMultiplier if any, numberUnits : 30.8 after applying CanUseNeinzulRegenerator if any, numberUnits : 30.8 after applying Mark-based multiplier if any, numberUnits : 27.72 after applying at-least-one rule, numberUnits : 27.72 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 83.15 numberUnitsInt = numberUnits.IntValue : 83 CheckWave: populating count of FighterII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 65.43 after applying ShipCapMultiplier if any, numberUnits : 32.71 after applying CanUseNeinzulRegenerator if any, numberUnits : 32.71 after applying Mark-based multiplier if any, numberUnits : 29.44 after applying at-least-one rule, numberUnits : 29.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 88.32 numberUnitsInt = numberUnits.IntValue : 88 CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.01 after applying ShipCapMultiplier if any, numberUnits : 1.01 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.01 after applying Mark-based multiplier if any, numberUnits : 0.7 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.01 after applying ShipCapMultiplier if any, numberUnits : 1.01 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.01 after applying Mark-based multiplier if any, numberUnits : 0.91 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1012 TypesForDirectAdd count by type: AutocannonMinipodII => 190 ParasiteII => 44 DeflectorDroneII => 160 MissileShipII => 88 SpireTractorPlatformII => 5 LazerGatlingII => 254 BomberII => 96 ArmorShipII => 83 FighterII => 80 LeechStarshipII => 1 TypesForCarrierAdd count by type: FighterII => 8 DecoyDrone => 3 12/29/2010 10:28:51 PM (4.058) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet, wave size factor: 2 ; Game Time: 20:52:05 12/29/2010 10:28:53 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 20:52:06 WaveSize factor: 2 Raw Units Dictionary Entries: CruiserIV => 74 DeflectorDroneIV => 59 MicroFighterIV => 84 BomberIV => 51 FighterIV => 86 SpireTractorPlatformIV => 67 AutocannonMinipodIV => 65 ArmorShipIV => 62 ZenithElectricBomberIV => 80 ZinthStarship => 1 12/29/2010 10:28:53 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 20:52:06 CheckWave: populating count of CruiserIV with base magnitude of 74 numberUnits = kv.Value * this.WaveSize : 148 after applying ShipCapMultiplier if any, numberUnits : 74 after applying CanUseNeinzulRegenerator if any, numberUnits : 74 after applying Mark-based multiplier if any, numberUnits : 44.39 after applying at-least-one rule, numberUnits : 44.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 133.17 numberUnitsInt = numberUnits.IntValue : 133 CheckWave: populating count of DeflectorDroneIV with base magnitude of 59 numberUnits = kv.Value * this.WaveSize : 118 after applying ShipCapMultiplier if any, numberUnits : 118 after applying CanUseNeinzulRegenerator if any, numberUnits : 118 after applying Mark-based multiplier if any, numberUnits : 70.78 after applying at-least-one rule, numberUnits : 70.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 212.35 numberUnitsInt = numberUnits.IntValue : 212 CheckWave: populating count of MicroFighterIV with base magnitude of 84 numberUnits = kv.Value * this.WaveSize : 168 after applying ShipCapMultiplier if any, numberUnits : 126 after applying CanUseNeinzulRegenerator if any, numberUnits : 126 after applying Mark-based multiplier if any, numberUnits : 75.58 after applying at-least-one rule, numberUnits : 75.58 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 226.74 numberUnitsInt = numberUnits.IntValue : 226 CheckWave: populating count of BomberIV with base magnitude of 51 numberUnits = kv.Value * this.WaveSize : 102 after applying ShipCapMultiplier if any, numberUnits : 51 after applying CanUseNeinzulRegenerator if any, numberUnits : 51 after applying Mark-based multiplier if any, numberUnits : 30.59 after applying at-least-one rule, numberUnits : 30.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 91.78 numberUnitsInt = numberUnits.IntValue : 91 CheckWave: populating count of FighterIV with base magnitude of 86 numberUnits = kv.Value * this.WaveSize : 172 after applying ShipCapMultiplier if any, numberUnits : 86 after applying CanUseNeinzulRegenerator if any, numberUnits : 86 after applying Mark-based multiplier if any, numberUnits : 51.59 after applying at-least-one rule, numberUnits : 51.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 154.76 numberUnitsInt = numberUnits.IntValue : 154 CheckWave: populating count of SpireTractorPlatformIV with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 134 after applying ShipCapMultiplier if any, numberUnits : 3.99 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.99 after applying Mark-based multiplier if any, numberUnits : 2.39 after applying at-least-one rule, numberUnits : 2.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.18 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of AutocannonMinipodIV with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 130 after applying ShipCapMultiplier if any, numberUnits : 130 after applying CanUseNeinzulRegenerator if any, numberUnits : 130 after applying Mark-based multiplier if any, numberUnits : 77.98 after applying at-least-one rule, numberUnits : 77.98 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 233.94 numberUnitsInt = numberUnits.IntValue : 233 CheckWave: populating count of ArmorShipIV with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 124 after applying ShipCapMultiplier if any, numberUnits : 55.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 55.79 after applying Mark-based multiplier if any, numberUnits : 33.47 after applying at-least-one rule, numberUnits : 33.47 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 100.4 numberUnitsInt = numberUnits.IntValue : 100 CheckWave: populating count of ZenithElectricBomberIV with base magnitude of 80 numberUnits = kv.Value * this.WaveSize : 160 after applying ShipCapMultiplier if any, numberUnits : 7.97 after applying CanUseNeinzulRegenerator if any, numberUnits : 7.97 after applying Mark-based multiplier if any, numberUnits : 4.78 after applying at-least-one rule, numberUnits : 4.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 14.34 numberUnitsInt = numberUnits.IntValue : 14 CheckWave: populating count of ZinthStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.4 after applying at-least-one rule, numberUnits : 1.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.2 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1171 TypesForDirectAdd count by type: CruiserIV => 133 DeflectorDroneIV => 212 MicroFighterIV => 226 BomberIV => 91 FighterIV => 154 SpireTractorPlatformIV => 7 AutocannonMinipodIV => 177 ZinthStarship => 1 TypesForCarrierAdd count by type: AutocannonMinipodIV => 56 ArmorShipIV => 100 ZenithElectricBomberIV => 14 12/29/2010 11:03:43 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 21:12:13 WaveSize factor: 1.4 Raw Units Dictionary Entries: SpireTractorPlatformII => 52 BomberII => 49 AutocannonMinipodII => 75 ParasiteII => 56 ArmorShipII => 45 MissileShipII => 52 DeflectorDroneII => 52 LazerGatlingII => 57 DreadnoughtII => 1 FighterII => 51 BomberStarship => 2 RaidStarship => 1 LeechStarshipII => 1 MobileRepairStation => 1 12/29/2010 11:03:44 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 21:12:13 WaveSize factor: 1.4 Raw Units Dictionary Entries: LeechStarshipII => 1 BomberII => 83 ParasiteII => 48 AutocannonMinipodII => 57 LazerGatlingII => 57 ArmorShipII => 52 MissileShipII => 75 DeflectorDroneII => 66 SpireTractorPlatformII => 60 FighterII => 64 12/29/2010 11:03:44 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.4 on wave at Game Time: 21:12:13 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 52 numberUnits = kv.Value * this.WaveSize : 72.73 after applying ShipCapMultiplier if any, numberUnits : 2.17 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.17 after applying Mark-based multiplier if any, numberUnits : 1.95 after applying at-least-one rule, numberUnits : 1.95 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.85 numberUnitsInt = numberUnits.IntValue : 5 CheckWave: populating count of BomberII with base magnitude of 49 numberUnits = kv.Value * this.WaveSize : 68.54 after applying ShipCapMultiplier if any, numberUnits : 34.27 after applying CanUseNeinzulRegenerator if any, numberUnits : 34.27 after applying Mark-based multiplier if any, numberUnits : 30.84 after applying at-least-one rule, numberUnits : 30.84 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 92.51 numberUnitsInt = numberUnits.IntValue : 92 CheckWave: populating count of AutocannonMinipodII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 104.9 after applying ShipCapMultiplier if any, numberUnits : 104.9 after applying CanUseNeinzulRegenerator if any, numberUnits : 104.9 after applying Mark-based multiplier if any, numberUnits : 94.4 after applying at-least-one rule, numberUnits : 94.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 283.2 numberUnitsInt = numberUnits.IntValue : 283 CheckWave: populating count of ParasiteII with base magnitude of 56 numberUnits = kv.Value * this.WaveSize : 78.33 after applying ShipCapMultiplier if any, numberUnits : 19.58 after applying CanUseNeinzulRegenerator if any, numberUnits : 19.58 after applying Mark-based multiplier if any, numberUnits : 17.62 after applying at-least-one rule, numberUnits : 17.62 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 52.86 numberUnitsInt = numberUnits.IntValue : 52 CheckWave: populating count of ArmorShipII with base magnitude of 45 numberUnits = kv.Value * this.WaveSize : 62.94 after applying ShipCapMultiplier if any, numberUnits : 28.32 after applying CanUseNeinzulRegenerator if any, numberUnits : 28.32 after applying Mark-based multiplier if any, numberUnits : 25.49 after applying at-least-one rule, numberUnits : 25.49 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 76.46 numberUnitsInt = numberUnits.IntValue : 76 CheckWave: populating count of MissileShipII with base magnitude of 52 numberUnits = kv.Value * this.WaveSize : 72.73 after applying ShipCapMultiplier if any, numberUnits : 36.37 after applying CanUseNeinzulRegenerator if any, numberUnits : 36.37 after applying Mark-based multiplier if any, numberUnits : 32.73 after applying at-least-one rule, numberUnits : 32.73 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 98.18 numberUnitsInt = numberUnits.IntValue : 98 CheckWave: populating count of DeflectorDroneII with base magnitude of 52 numberUnits = kv.Value * this.WaveSize : 72.73 after applying ShipCapMultiplier if any, numberUnits : 72.73 after applying CanUseNeinzulRegenerator if any, numberUnits : 72.73 after applying Mark-based multiplier if any, numberUnits : 65.45 after applying at-least-one rule, numberUnits : 65.45 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 196.35 numberUnitsInt = numberUnits.IntValue : 196 CheckWave: populating count of LazerGatlingII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 79.72 after applying ShipCapMultiplier if any, numberUnits : 111.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 111.61 after applying Mark-based multiplier if any, numberUnits : 100.44 after applying at-least-one rule, numberUnits : 100.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 301.31 numberUnitsInt = numberUnits.IntValue : 301 CheckWave: populating count of DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.4 after applying ShipCapMultiplier if any, numberUnits : 1.4 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.4 after applying Mark-based multiplier if any, numberUnits : 1.26 after applying at-least-one rule, numberUnits : 1.26 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.78 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of FighterII with base magnitude of 51 numberUnits = kv.Value * this.WaveSize : 71.33 after applying ShipCapMultiplier if any, numberUnits : 35.67 after applying CanUseNeinzulRegenerator if any, numberUnits : 35.67 after applying Mark-based multiplier if any, numberUnits : 32.1 after applying at-least-one rule, numberUnits : 32.1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 96.29 numberUnitsInt = numberUnits.IntValue : 96 CheckWave: populating count of BomberStarship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2.8 after applying ShipCapMultiplier if any, numberUnits : 2.8 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.8 after applying Mark-based multiplier if any, numberUnits : 4.2 after applying at-least-one rule, numberUnits : 4.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 12.59 numberUnitsInt = numberUnits.IntValue : 12 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.4 after applying ShipCapMultiplier if any, numberUnits : 1.4 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.4 after applying Mark-based multiplier if any, numberUnits : 2.1 after applying at-least-one rule, numberUnits : 2.1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.29 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.4 after applying ShipCapMultiplier if any, numberUnits : 1.4 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.4 after applying Mark-based multiplier if any, numberUnits : 1.26 after applying at-least-one rule, numberUnits : 1.26 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.78 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of MobileRepairStation with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.4 after applying ShipCapMultiplier if any, numberUnits : 0.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.07 after applying Mark-based multiplier if any, numberUnits : 0.1 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types Wave total ships: 1206 TypesForDirectAdd count by type: SpireTractorPlatformII => 5 BomberII => 92 AutocannonMinipodII => 283 ParasiteII => 52 ArmorShipII => 76 MissileShipII => 98 DeflectorDroneII => 196 LazerGatlingII => 198 DreadnoughtII => 1 BomberStarship => 1 RaidStarship => 1 LeechStarshipII => 1 TypesForCarrierAdd count by type: LazerGatlingII => 103 FighterII => 96 MobileRepairStation => 3 12/29/2010 11:03:44 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.4 on wave at Game Time: 21:12:13 CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.4 after applying ShipCapMultiplier if any, numberUnits : 1.4 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.4 after applying Mark-based multiplier if any, numberUnits : 1.26 after applying at-least-one rule, numberUnits : 1.26 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.78 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BomberII with base magnitude of 83 numberUnits = kv.Value * this.WaveSize : 116.09 after applying ShipCapMultiplier if any, numberUnits : 58.05 after applying CanUseNeinzulRegenerator if any, numberUnits : 58.05 after applying Mark-based multiplier if any, numberUnits : 52.23 after applying at-least-one rule, numberUnits : 52.23 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 156.7 numberUnitsInt = numberUnits.IntValue : 156 CheckWave: populating count of ParasiteII with base magnitude of 48 numberUnits = kv.Value * this.WaveSize : 67.14 after applying ShipCapMultiplier if any, numberUnits : 16.78 after applying CanUseNeinzulRegenerator if any, numberUnits : 16.78 after applying Mark-based multiplier if any, numberUnits : 15.1 after applying at-least-one rule, numberUnits : 15.1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 45.31 numberUnitsInt = numberUnits.IntValue : 45 CheckWave: populating count of AutocannonMinipodII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 79.72 after applying ShipCapMultiplier if any, numberUnits : 79.72 after applying CanUseNeinzulRegenerator if any, numberUnits : 79.72 after applying Mark-based multiplier if any, numberUnits : 71.74 after applying at-least-one rule, numberUnits : 71.74 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 215.23 numberUnitsInt = numberUnits.IntValue : 215 CheckWave: populating count of LazerGatlingII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 79.72 after applying ShipCapMultiplier if any, numberUnits : 111.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 111.61 after applying Mark-based multiplier if any, numberUnits : 100.44 after applying at-least-one rule, numberUnits : 100.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 301.31 numberUnitsInt = numberUnits.IntValue : 301 CheckWave: populating count of ArmorShipII with base magnitude of 52 numberUnits = kv.Value * this.WaveSize : 72.73 after applying ShipCapMultiplier if any, numberUnits : 32.73 after applying CanUseNeinzulRegenerator if any, numberUnits : 32.73 after applying Mark-based multiplier if any, numberUnits : 29.45 after applying at-least-one rule, numberUnits : 29.45 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 88.35 numberUnitsInt = numberUnits.IntValue : 88 CheckWave: populating count of MissileShipII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 104.9 after applying ShipCapMultiplier if any, numberUnits : 52.45 after applying CanUseNeinzulRegenerator if any, numberUnits : 52.45 after applying Mark-based multiplier if any, numberUnits : 47.2 after applying at-least-one rule, numberUnits : 47.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 141.6 numberUnitsInt = numberUnits.IntValue : 141 CheckWave: populating count of DeflectorDroneII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 92.31 after applying ShipCapMultiplier if any, numberUnits : 92.31 after applying CanUseNeinzulRegenerator if any, numberUnits : 92.31 after applying Mark-based multiplier if any, numberUnits : 83.07 after applying at-least-one rule, numberUnits : 83.07 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 249.22 numberUnitsInt = numberUnits.IntValue : 249 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 83.92 after applying ShipCapMultiplier if any, numberUnits : 2.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.5 after applying Mark-based multiplier if any, numberUnits : 2.25 after applying at-least-one rule, numberUnits : 2.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.75 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of FighterII with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 89.52 after applying ShipCapMultiplier if any, numberUnits : 44.76 after applying CanUseNeinzulRegenerator if any, numberUnits : 44.76 after applying Mark-based multiplier if any, numberUnits : 40.28 after applying at-least-one rule, numberUnits : 40.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 120.83 numberUnitsInt = numberUnits.IntValue : 120 Wave total ships: 1322 TypesForDirectAdd count by type: LeechStarshipII => 1 BomberII => 156 ParasiteII => 45 AutocannonMinipodII => 215 LazerGatlingII => 301 ArmorShipII => 88 MissileShipII => 141 DeflectorDroneII => 54 TypesForCarrierAdd count by type: DeflectorDroneII => 195 SpireTractorPlatformII => 6 FighterII => 120 12/29/2010 11:27:14 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 21:33:31 WaveSize factor: 1.06 Raw Units Dictionary Entries: LazerGatlingII => 54 AutocannonMinipodII => 55 MissileShipII => 46 SpireTractorPlatformII => 52 BomberII => 60 ArmorShipII => 52 ParasiteII => 45 FighterII => 61 DeflectorDroneII => 49 DecoyDrone => 1 RaidStarship => 1 12/29/2010 11:27:14 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 21:33:31 WaveSize factor: 1.06 Raw Units Dictionary Entries: AutocannonMinipodII => 63 ParasiteII => 57 DeflectorDroneII => 65 BomberII => 36 LazerGatlingII => 41 MissileShipII => 50 SpireTractorPlatformII => 66 ArmorShipII => 50 FighterII => 53 DecoyDrone => 1 Flagship => 1 12/29/2010 11:27:14 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.06 on wave at Game Time: 21:33:31 CheckWave: populating count of LazerGatlingII with base magnitude of 54 numberUnits = kv.Value * this.WaveSize : 57.18 after applying ShipCapMultiplier if any, numberUnits : 80.04 after applying CanUseNeinzulRegenerator if any, numberUnits : 80.04 after applying Mark-based multiplier if any, numberUnits : 72.03 after applying at-least-one rule, numberUnits : 72.03 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 216.09 numberUnitsInt = numberUnits.IntValue : 216 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of AutocannonMinipodII with base magnitude of 55 numberUnits = kv.Value * this.WaveSize : 58.24 after applying ShipCapMultiplier if any, numberUnits : 58.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 58.24 after applying Mark-based multiplier if any, numberUnits : 52.41 after applying at-least-one rule, numberUnits : 52.41 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 157.22 numberUnitsInt = numberUnits.IntValue : 157 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShipII with base magnitude of 46 numberUnits = kv.Value * this.WaveSize : 48.71 after applying ShipCapMultiplier if any, numberUnits : 24.35 after applying CanUseNeinzulRegenerator if any, numberUnits : 24.35 after applying Mark-based multiplier if any, numberUnits : 21.92 after applying at-least-one rule, numberUnits : 21.92 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 65.75 numberUnitsInt = numberUnits.IntValue : 65 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SpireTractorPlatformII with base magnitude of 52 numberUnits = kv.Value * this.WaveSize : 55.06 after applying ShipCapMultiplier if any, numberUnits : 1.64 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.64 after applying Mark-based multiplier if any, numberUnits : 1.48 after applying at-least-one rule, numberUnits : 1.48 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.43 numberUnitsInt = numberUnits.IntValue : 4 CheckWave: populating count of BomberII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 63.53 after applying ShipCapMultiplier if any, numberUnits : 31.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 31.77 after applying Mark-based multiplier if any, numberUnits : 28.59 after applying at-least-one rule, numberUnits : 28.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 85.76 numberUnitsInt = numberUnits.IntValue : 85 CheckWave: populating count of ArmorShipII with base magnitude of 52 numberUnits = kv.Value * this.WaveSize : 55.06 after applying ShipCapMultiplier if any, numberUnits : 24.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 24.77 after applying Mark-based multiplier if any, numberUnits : 22.29 after applying at-least-one rule, numberUnits : 22.29 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 66.88 numberUnitsInt = numberUnits.IntValue : 66 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ParasiteII with base magnitude of 45 numberUnits = kv.Value * this.WaveSize : 47.65 after applying ShipCapMultiplier if any, numberUnits : 11.91 after applying CanUseNeinzulRegenerator if any, numberUnits : 11.91 after applying Mark-based multiplier if any, numberUnits : 10.72 after applying at-least-one rule, numberUnits : 10.72 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 32.16 numberUnitsInt = numberUnits.IntValue : 32 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of FighterII with base magnitude of 61 numberUnits = kv.Value * this.WaveSize : 64.59 after applying ShipCapMultiplier if any, numberUnits : 32.29 after applying CanUseNeinzulRegenerator if any, numberUnits : 32.29 after applying Mark-based multiplier if any, numberUnits : 29.06 after applying at-least-one rule, numberUnits : 29.06 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 87.19 numberUnitsInt = numberUnits.IntValue : 87 CheckWave: populating count of DeflectorDroneII with base magnitude of 49 numberUnits = kv.Value * this.WaveSize : 51.88 after applying ShipCapMultiplier if any, numberUnits : 51.88 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.88 after applying Mark-based multiplier if any, numberUnits : 46.69 after applying at-least-one rule, numberUnits : 46.69 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 140.07 numberUnitsInt = numberUnits.IntValue : 140 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.06 after applying ShipCapMultiplier if any, numberUnits : 1.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.06 after applying Mark-based multiplier if any, numberUnits : 0.74 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.06 after applying ShipCapMultiplier if any, numberUnits : 1.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.06 after applying Mark-based multiplier if any, numberUnits : 1.59 after applying at-least-one rule, numberUnits : 1.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.76 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 856 TypesForDirectAdd count by type: LazerGatlingII => 216 AutocannonMinipodII => 157 MissileShipII => 65 SpireTractorPlatformII => 4 BomberII => 85 ArmorShipII => 66 ParasiteII => 32 FighterII => 87 DeflectorDroneII => 140 DecoyDrone => 3 RaidStarship => 1 TypesForCarrierAdd count by type: 12/29/2010 11:27:14 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.06 on wave at Game Time: 21:33:31 CheckWave: populating count of AutocannonMinipodII with base magnitude of 63 numberUnits = kv.Value * this.WaveSize : 66.71 after applying ShipCapMultiplier if any, numberUnits : 66.71 after applying CanUseNeinzulRegenerator if any, numberUnits : 66.71 after applying Mark-based multiplier if any, numberUnits : 60.03 after applying at-least-one rule, numberUnits : 60.03 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 180.09 numberUnitsInt = numberUnits.IntValue : 180 CheckWave: populating count of ParasiteII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 60.35 after applying ShipCapMultiplier if any, numberUnits : 15.09 after applying CanUseNeinzulRegenerator if any, numberUnits : 15.09 after applying Mark-based multiplier if any, numberUnits : 13.58 after applying at-least-one rule, numberUnits : 13.58 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 40.73 numberUnitsInt = numberUnits.IntValue : 40 CheckWave: populating count of DeflectorDroneII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 68.82 after applying ShipCapMultiplier if any, numberUnits : 68.82 after applying CanUseNeinzulRegenerator if any, numberUnits : 68.82 after applying Mark-based multiplier if any, numberUnits : 61.94 after applying at-least-one rule, numberUnits : 61.94 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 185.81 numberUnitsInt = numberUnits.IntValue : 185 CheckWave: populating count of BomberII with base magnitude of 36 numberUnits = kv.Value * this.WaveSize : 38.12 after applying ShipCapMultiplier if any, numberUnits : 19.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 19.06 after applying Mark-based multiplier if any, numberUnits : 17.15 after applying at-least-one rule, numberUnits : 17.15 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 51.45 numberUnitsInt = numberUnits.IntValue : 51 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LazerGatlingII with base magnitude of 41 numberUnits = kv.Value * this.WaveSize : 43.41 after applying ShipCapMultiplier if any, numberUnits : 60.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 60.77 after applying Mark-based multiplier if any, numberUnits : 54.69 after applying at-least-one rule, numberUnits : 54.69 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 164.07 numberUnitsInt = numberUnits.IntValue : 164 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShipII with base magnitude of 50 numberUnits = kv.Value * this.WaveSize : 52.94 after applying ShipCapMultiplier if any, numberUnits : 26.47 after applying CanUseNeinzulRegenerator if any, numberUnits : 26.47 after applying Mark-based multiplier if any, numberUnits : 23.82 after applying at-least-one rule, numberUnits : 23.82 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 71.46 numberUnitsInt = numberUnits.IntValue : 71 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SpireTractorPlatformII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 69.88 after applying ShipCapMultiplier if any, numberUnits : 2.08 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.08 after applying Mark-based multiplier if any, numberUnits : 1.87 after applying at-least-one rule, numberUnits : 1.87 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.62 numberUnitsInt = numberUnits.IntValue : 5 CheckWave: populating count of ArmorShipII with base magnitude of 50 numberUnits = kv.Value * this.WaveSize : 52.94 after applying ShipCapMultiplier if any, numberUnits : 23.82 after applying CanUseNeinzulRegenerator if any, numberUnits : 23.82 after applying Mark-based multiplier if any, numberUnits : 21.44 after applying at-least-one rule, numberUnits : 21.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 64.31 numberUnitsInt = numberUnits.IntValue : 64 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of FighterII with base magnitude of 53 numberUnits = kv.Value * this.WaveSize : 56.12 after applying ShipCapMultiplier if any, numberUnits : 28.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 28.06 after applying Mark-based multiplier if any, numberUnits : 25.25 after applying at-least-one rule, numberUnits : 25.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 75.75 numberUnitsInt = numberUnits.IntValue : 75 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.06 after applying ShipCapMultiplier if any, numberUnits : 1.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.06 after applying Mark-based multiplier if any, numberUnits : 0.74 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.06 after applying ShipCapMultiplier if any, numberUnits : 1.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.06 after applying Mark-based multiplier if any, numberUnits : 0.95 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 839 TypesForDirectAdd count by type: AutocannonMinipodII => 180 ParasiteII => 40 DeflectorDroneII => 185 BomberII => 51 LazerGatlingII => 164 MissileShipII => 71 SpireTractorPlatformII => 5 ArmorShipII => 64 FighterII => 75 DecoyDrone => 3 Flagship => 1 TypesForCarrierAdd count by type: 12/29/2010 11:53:05 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 21:33:31 WaveSize factor: 1.06 Raw Units Dictionary Entries: SpireTractorPlatformII => 60 ArmorShipII => 84 ParasiteII => 66 BomberII => 60 DeflectorDroneII => 56 MissileShipII => 66 FighterII => 61 LazerGatlingII => 66 AutocannonMinipodII => 71 DecoyDrone => 1 LeechStarshipII => 1 RaidStarship => 3 Flagship => 1 BomberStarship => 1 DreadnoughtII => 1 12/29/2010 11:53:05 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 21:33:31 WaveSize factor: 1.06 Raw Units Dictionary Entries: ArmorShipII => 81 MissileShipII => 65 BomberII => 78 AutocannonMinipodII => 74 FighterII => 73 DeflectorDroneII => 59 SpireTractorPlatformII => 59 LazerGatlingII => 84 ParasiteII => 75 LeechStarshipII => 1 12/29/2010 11:53:05 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.06 on wave at Game Time: 21:33:31 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 63.53 after applying ShipCapMultiplier if any, numberUnits : 1.89 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.89 after applying Mark-based multiplier if any, numberUnits : 1.7 after applying at-least-one rule, numberUnits : 1.7 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.11 numberUnitsInt = numberUnits.IntValue : 5 CheckWave: populating count of ArmorShipII with base magnitude of 84 numberUnits = kv.Value * this.WaveSize : 88.94 after applying ShipCapMultiplier if any, numberUnits : 40.02 after applying CanUseNeinzulRegenerator if any, numberUnits : 40.02 after applying Mark-based multiplier if any, numberUnits : 36.01 after applying at-least-one rule, numberUnits : 36.01 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 108.04 numberUnitsInt = numberUnits.IntValue : 108 CheckWave: populating count of ParasiteII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 69.88 after applying ShipCapMultiplier if any, numberUnits : 17.47 after applying CanUseNeinzulRegenerator if any, numberUnits : 17.47 after applying Mark-based multiplier if any, numberUnits : 15.72 after applying at-least-one rule, numberUnits : 15.72 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 47.17 numberUnitsInt = numberUnits.IntValue : 47 CheckWave: populating count of BomberII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 63.53 after applying ShipCapMultiplier if any, numberUnits : 31.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 31.77 after applying Mark-based multiplier if any, numberUnits : 28.59 after applying at-least-one rule, numberUnits : 28.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 85.76 numberUnitsInt = numberUnits.IntValue : 85 CheckWave: populating count of DeflectorDroneII with base magnitude of 56 numberUnits = kv.Value * this.WaveSize : 59.29 after applying ShipCapMultiplier if any, numberUnits : 59.29 after applying CanUseNeinzulRegenerator if any, numberUnits : 59.29 after applying Mark-based multiplier if any, numberUnits : 53.36 after applying at-least-one rule, numberUnits : 53.36 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 160.08 numberUnitsInt = numberUnits.IntValue : 160 CheckWave: populating count of MissileShipII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 69.88 after applying ShipCapMultiplier if any, numberUnits : 34.94 after applying CanUseNeinzulRegenerator if any, numberUnits : 34.94 after applying Mark-based multiplier if any, numberUnits : 31.44 after applying at-least-one rule, numberUnits : 31.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 94.33 numberUnitsInt = numberUnits.IntValue : 94 CheckWave: populating count of FighterII with base magnitude of 61 numberUnits = kv.Value * this.WaveSize : 64.59 after applying ShipCapMultiplier if any, numberUnits : 32.29 after applying CanUseNeinzulRegenerator if any, numberUnits : 32.29 after applying Mark-based multiplier if any, numberUnits : 29.06 after applying at-least-one rule, numberUnits : 29.06 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 87.19 numberUnitsInt = numberUnits.IntValue : 87 CheckWave: populating count of LazerGatlingII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 69.88 after applying ShipCapMultiplier if any, numberUnits : 97.83 after applying CanUseNeinzulRegenerator if any, numberUnits : 97.83 after applying Mark-based multiplier if any, numberUnits : 88.04 after applying at-least-one rule, numberUnits : 88.04 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 264.11 numberUnitsInt = numberUnits.IntValue : 264 CheckWave: populating count of AutocannonMinipodII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 75.18 after applying ShipCapMultiplier if any, numberUnits : 75.18 after applying CanUseNeinzulRegenerator if any, numberUnits : 75.18 after applying Mark-based multiplier if any, numberUnits : 67.65 after applying at-least-one rule, numberUnits : 67.65 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 202.96 numberUnitsInt = numberUnits.IntValue : 202 CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.06 after applying ShipCapMultiplier if any, numberUnits : 1.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.06 after applying Mark-based multiplier if any, numberUnits : 0.74 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.06 after applying ShipCapMultiplier if any, numberUnits : 1.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.06 after applying Mark-based multiplier if any, numberUnits : 0.95 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of RaidStarship with base magnitude of 3 numberUnits = kv.Value * this.WaveSize : 3.18 after applying ShipCapMultiplier if any, numberUnits : 3.18 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.18 after applying Mark-based multiplier if any, numberUnits : 4.76 after applying at-least-one rule, numberUnits : 4.76 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 14.29 numberUnitsInt = numberUnits.IntValue : 14 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.06 after applying ShipCapMultiplier if any, numberUnits : 1.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.06 after applying Mark-based multiplier if any, numberUnits : 0.95 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BomberStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.06 after applying ShipCapMultiplier if any, numberUnits : 1.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.06 after applying Mark-based multiplier if any, numberUnits : 1.59 after applying at-least-one rule, numberUnits : 1.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.76 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.06 after applying ShipCapMultiplier if any, numberUnits : 1.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.06 after applying Mark-based multiplier if any, numberUnits : 0.95 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1060 TypesForDirectAdd count by type: SpireTractorPlatformII => 5 ArmorShipII => 108 ParasiteII => 47 BomberII => 85 DeflectorDroneII => 160 MissileShipII => 94 FighterII => 87 LazerGatlingII => 264 AutocannonMinipodII => 150 LeechStarshipII => 1 RaidStarship => 1 Flagship => 1 BomberStarship => 1 DreadnoughtII => 1 TypesForCarrierAdd count by type: AutocannonMinipodII => 52 DecoyDrone => 3 12/29/2010 11:53:05 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.06 on wave at Game Time: 21:33:31 CheckWave: populating count of ArmorShipII with base magnitude of 81 numberUnits = kv.Value * this.WaveSize : 85.77 after applying ShipCapMultiplier if any, numberUnits : 38.59 after applying CanUseNeinzulRegenerator if any, numberUnits : 38.59 after applying Mark-based multiplier if any, numberUnits : 34.73 after applying at-least-one rule, numberUnits : 34.73 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 104.18 numberUnitsInt = numberUnits.IntValue : 104 CheckWave: populating count of MissileShipII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 68.82 after applying ShipCapMultiplier if any, numberUnits : 34.41 after applying CanUseNeinzulRegenerator if any, numberUnits : 34.41 after applying Mark-based multiplier if any, numberUnits : 30.97 after applying at-least-one rule, numberUnits : 30.97 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 92.9 numberUnitsInt = numberUnits.IntValue : 92 CheckWave: populating count of BomberII with base magnitude of 78 numberUnits = kv.Value * this.WaveSize : 82.59 after applying ShipCapMultiplier if any, numberUnits : 41.29 after applying CanUseNeinzulRegenerator if any, numberUnits : 41.29 after applying Mark-based multiplier if any, numberUnits : 37.16 after applying at-least-one rule, numberUnits : 37.16 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 111.48 numberUnitsInt = numberUnits.IntValue : 111 CheckWave: populating count of AutocannonMinipodII with base magnitude of 74 numberUnits = kv.Value * this.WaveSize : 78.35 after applying ShipCapMultiplier if any, numberUnits : 78.35 after applying CanUseNeinzulRegenerator if any, numberUnits : 78.35 after applying Mark-based multiplier if any, numberUnits : 70.51 after applying at-least-one rule, numberUnits : 70.51 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 211.53 numberUnitsInt = numberUnits.IntValue : 211 CheckWave: populating count of FighterII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 77.3 after applying ShipCapMultiplier if any, numberUnits : 38.65 after applying CanUseNeinzulRegenerator if any, numberUnits : 38.65 after applying Mark-based multiplier if any, numberUnits : 34.78 after applying at-least-one rule, numberUnits : 34.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 104.34 numberUnitsInt = numberUnits.IntValue : 104 CheckWave: populating count of DeflectorDroneII with base magnitude of 59 numberUnits = kv.Value * this.WaveSize : 62.47 after applying ShipCapMultiplier if any, numberUnits : 62.47 after applying CanUseNeinzulRegenerator if any, numberUnits : 62.47 after applying Mark-based multiplier if any, numberUnits : 56.22 after applying at-least-one rule, numberUnits : 56.22 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 168.65 numberUnitsInt = numberUnits.IntValue : 168 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 59 numberUnits = kv.Value * this.WaveSize : 62.47 after applying ShipCapMultiplier if any, numberUnits : 1.86 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.86 after applying Mark-based multiplier if any, numberUnits : 1.67 after applying at-least-one rule, numberUnits : 1.67 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.02 numberUnitsInt = numberUnits.IntValue : 5 CheckWave: populating count of LazerGatlingII with base magnitude of 84 numberUnits = kv.Value * this.WaveSize : 88.94 after applying ShipCapMultiplier if any, numberUnits : 124.51 after applying CanUseNeinzulRegenerator if any, numberUnits : 124.51 after applying Mark-based multiplier if any, numberUnits : 112.05 after applying at-least-one rule, numberUnits : 112.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 336.14 numberUnitsInt = numberUnits.IntValue : 336 CheckWave: populating count of ParasiteII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 79.41 after applying ShipCapMultiplier if any, numberUnits : 19.85 after applying CanUseNeinzulRegenerator if any, numberUnits : 19.85 after applying Mark-based multiplier if any, numberUnits : 17.87 after applying at-least-one rule, numberUnits : 17.87 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 53.6 numberUnitsInt = numberUnits.IntValue : 53 CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.06 after applying ShipCapMultiplier if any, numberUnits : 1.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.06 after applying Mark-based multiplier if any, numberUnits : 0.95 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1185 TypesForDirectAdd count by type: ArmorShipII => 104 MissileShipII => 92 BomberII => 111 AutocannonMinipodII => 211 FighterII => 104 DeflectorDroneII => 168 SpireTractorPlatformII => 5 LazerGatlingII => 205 LeechStarshipII => 1 TypesForCarrierAdd count by type: LazerGatlingII => 131 ParasiteII => 53 12/30/2010 12:16:42 AM (4.058) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet, wave size factor: 2 ; Game Time: 21:50:12 12/30/2010 12:16:43 AM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 21:50:13 WaveSize factor: 2 Raw Units Dictionary Entries: FighterIV => 73 DeflectorDroneIV => 84 ArmorShipIV => 71 CruiserIV => 74 AutocannonMinipodIV => 79 SpireTractorPlatformIV => 88 MicroFighterIV => 64 BomberIV => 77 ZenithElectricBomberIV => 85 SpireStarship => 1 12/30/2010 12:16:43 AM (4.058) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 21:50:13 CheckWave: populating count of FighterIV with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 146 after applying ShipCapMultiplier if any, numberUnits : 73 after applying CanUseNeinzulRegenerator if any, numberUnits : 73 after applying Mark-based multiplier if any, numberUnits : 43.79 after applying at-least-one rule, numberUnits : 43.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 131.37 numberUnitsInt = numberUnits.IntValue : 131 CheckWave: populating count of DeflectorDroneIV with base magnitude of 84 numberUnits = kv.Value * this.WaveSize : 168 after applying ShipCapMultiplier if any, numberUnits : 168 after applying CanUseNeinzulRegenerator if any, numberUnits : 168 after applying Mark-based multiplier if any, numberUnits : 100.78 after applying at-least-one rule, numberUnits : 100.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 302.33 numberUnitsInt = numberUnits.IntValue : 302 CheckWave: populating count of ArmorShipIV with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 142 after applying ShipCapMultiplier if any, numberUnits : 63.89 after applying CanUseNeinzulRegenerator if any, numberUnits : 63.89 after applying Mark-based multiplier if any, numberUnits : 38.33 after applying at-least-one rule, numberUnits : 38.33 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 114.98 numberUnitsInt = numberUnits.IntValue : 114 CheckWave: populating count of CruiserIV with base magnitude of 74 numberUnits = kv.Value * this.WaveSize : 148 after applying ShipCapMultiplier if any, numberUnits : 74 after applying CanUseNeinzulRegenerator if any, numberUnits : 74 after applying Mark-based multiplier if any, numberUnits : 44.39 after applying at-least-one rule, numberUnits : 44.39 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 133.17 numberUnitsInt = numberUnits.IntValue : 133 CheckWave: populating count of AutocannonMinipodIV with base magnitude of 79 numberUnits = kv.Value * this.WaveSize : 158 after applying ShipCapMultiplier if any, numberUnits : 158 after applying CanUseNeinzulRegenerator if any, numberUnits : 158 after applying Mark-based multiplier if any, numberUnits : 94.78 after applying at-least-one rule, numberUnits : 94.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 284.33 numberUnitsInt = numberUnits.IntValue : 284 CheckWave: populating count of SpireTractorPlatformIV with base magnitude of 88 numberUnits = kv.Value * this.WaveSize : 176 after applying ShipCapMultiplier if any, numberUnits : 5.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 5.24 after applying Mark-based multiplier if any, numberUnits : 3.14 after applying at-least-one rule, numberUnits : 3.14 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9.43 numberUnitsInt = numberUnits.IntValue : 9 CheckWave: populating count of MicroFighterIV with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 128 after applying ShipCapMultiplier if any, numberUnits : 96 after applying CanUseNeinzulRegenerator if any, numberUnits : 96 after applying Mark-based multiplier if any, numberUnits : 57.59 after applying at-least-one rule, numberUnits : 57.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 172.76 numberUnitsInt = numberUnits.IntValue : 172 CheckWave: populating count of BomberIV with base magnitude of 77 numberUnits = kv.Value * this.WaveSize : 154 after applying ShipCapMultiplier if any, numberUnits : 77 after applying CanUseNeinzulRegenerator if any, numberUnits : 77 after applying Mark-based multiplier if any, numberUnits : 46.19 after applying at-least-one rule, numberUnits : 46.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 138.57 numberUnitsInt = numberUnits.IntValue : 138 CheckWave: populating count of ZenithElectricBomberIV with base magnitude of 85 numberUnits = kv.Value * this.WaveSize : 170 after applying ShipCapMultiplier if any, numberUnits : 8.47 after applying CanUseNeinzulRegenerator if any, numberUnits : 8.47 after applying Mark-based multiplier if any, numberUnits : 5.08 after applying at-least-one rule, numberUnits : 5.08 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 15.24 numberUnitsInt = numberUnits.IntValue : 15 CheckWave: populating count of SpireStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.2 after applying at-least-one rule, numberUnits : 1.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.6 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1299 TypesForDirectAdd count by type: FighterIV => 131 DeflectorDroneIV => 302 ArmorShipIV => 114 CruiserIV => 133 AutocannonMinipodIV => 284 SpireTractorPlatformIV => 9 MicroFighterIV => 27 SpireStarship => 1 TypesForCarrierAdd count by type: MicroFighterIV => 145 BomberIV => 138 ZenithElectricBomberIV => 15 12/30/2010 1:12:03 AM (4.058) ----------------------------------- Triggering AICoreRaidEngineGuardPost for linked planet, wave size factor: 2 ; Game Time: 21:50:22 12/30/2010 1:12:04 AM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 21:50:23 WaveSize factor: 2 Raw Units Dictionary Entries: DeflectorDroneIV => 64 SpireTractorPlatformIV => 60 CruiserIV => 73 ArmorShipIV => 61 MicroFighterIV => 73 ZenithElectricBomberIV => 80 FighterIV => 82 BomberIV => 63 AutocannonMinipodIV => 64 BomberStarshipIV => 1 12/30/2010 1:12:04 AM (4.058) ----------------------------------- Performing first CheckWave with size factor of 2 on wave at Game Time: 21:50:23 CheckWave: populating count of DeflectorDroneIV with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 128 after applying ShipCapMultiplier if any, numberUnits : 128 after applying CanUseNeinzulRegenerator if any, numberUnits : 128 after applying Mark-based multiplier if any, numberUnits : 76.78 after applying at-least-one rule, numberUnits : 76.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 230.34 numberUnitsInt = numberUnits.IntValue : 230 CheckWave: populating count of SpireTractorPlatformIV with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 120 after applying ShipCapMultiplier if any, numberUnits : 3.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.57 after applying Mark-based multiplier if any, numberUnits : 2.14 after applying at-least-one rule, numberUnits : 2.14 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.43 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of CruiserIV with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 146 after applying ShipCapMultiplier if any, numberUnits : 73 after applying CanUseNeinzulRegenerator if any, numberUnits : 73 after applying Mark-based multiplier if any, numberUnits : 43.79 after applying at-least-one rule, numberUnits : 43.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 131.37 numberUnitsInt = numberUnits.IntValue : 131 CheckWave: populating count of ArmorShipIV with base magnitude of 61 numberUnits = kv.Value * this.WaveSize : 122 after applying ShipCapMultiplier if any, numberUnits : 54.89 after applying CanUseNeinzulRegenerator if any, numberUnits : 54.89 after applying Mark-based multiplier if any, numberUnits : 32.93 after applying at-least-one rule, numberUnits : 32.93 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 98.78 numberUnitsInt = numberUnits.IntValue : 98 CheckWave: populating count of MicroFighterIV with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 146 after applying ShipCapMultiplier if any, numberUnits : 109.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 109.5 after applying Mark-based multiplier if any, numberUnits : 65.68 after applying at-least-one rule, numberUnits : 65.68 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 197.05 numberUnitsInt = numberUnits.IntValue : 197 CheckWave: populating count of ZenithElectricBomberIV with base magnitude of 80 numberUnits = kv.Value * this.WaveSize : 160 after applying ShipCapMultiplier if any, numberUnits : 7.97 after applying CanUseNeinzulRegenerator if any, numberUnits : 7.97 after applying Mark-based multiplier if any, numberUnits : 4.78 after applying at-least-one rule, numberUnits : 4.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 14.34 numberUnitsInt = numberUnits.IntValue : 14 CheckWave: populating count of FighterIV with base magnitude of 82 numberUnits = kv.Value * this.WaveSize : 164 after applying ShipCapMultiplier if any, numberUnits : 82 after applying CanUseNeinzulRegenerator if any, numberUnits : 82 after applying Mark-based multiplier if any, numberUnits : 49.19 after applying at-least-one rule, numberUnits : 49.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 147.56 numberUnitsInt = numberUnits.IntValue : 147 CheckWave: populating count of BomberIV with base magnitude of 63 numberUnits = kv.Value * this.WaveSize : 126 after applying ShipCapMultiplier if any, numberUnits : 63 after applying CanUseNeinzulRegenerator if any, numberUnits : 63 after applying Mark-based multiplier if any, numberUnits : 37.79 after applying at-least-one rule, numberUnits : 37.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 113.37 numberUnitsInt = numberUnits.IntValue : 113 CheckWave: populating count of AutocannonMinipodIV with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 128 after applying ShipCapMultiplier if any, numberUnits : 128 after applying CanUseNeinzulRegenerator if any, numberUnits : 128 after applying Mark-based multiplier if any, numberUnits : 76.78 after applying at-least-one rule, numberUnits : 76.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 230.34 numberUnitsInt = numberUnits.IntValue : 230 CheckWave: populating count of BomberStarshipIV with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 1.2 after applying at-least-one rule, numberUnits : 1.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.6 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1167 TypesForDirectAdd count by type: DeflectorDroneIV => 230 SpireTractorPlatformIV => 6 CruiserIV => 131 ArmorShipIV => 98 MicroFighterIV => 197 ZenithElectricBomberIV => 14 FighterIV => 147 BomberIV => 113 AutocannonMinipodIV => 64 BomberStarshipIV => 1 TypesForCarrierAdd count by type: AutocannonMinipodIV => 166 12/30/2010 1:48:10 AM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 22:07:35 WaveSize factor: 1.69 Raw Units Dictionary Entries: AutocannonMinipodII => 586 BomberStarship => 1 12/30/2010 1:48:10 AM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 22:07:35 WaveSize factor: 1.69 Raw Units Dictionary Entries: FighterII => 63 AutocannonMinipodII => 57 SpireTractorPlatformII => 68 DeflectorDroneII => 71 MissileShipII => 69 LazerGatlingII => 72 ParasiteII => 68 ArmorShipII => 67 BomberII => 59 Flagship => 1 12/30/2010 1:48:10 AM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 22:07:35 CheckWave: populating count of AutocannonMinipodII with base magnitude of 586 numberUnits = kv.Value * this.WaveSize : 992.59 after applying ShipCapMultiplier if any, numberUnits : 992.59 after applying CanUseNeinzulRegenerator if any, numberUnits : 992.59 after applying Mark-based multiplier if any, numberUnits : 893.24 after applying at-least-one rule, numberUnits : 893.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 2679.71 numberUnitsInt = numberUnits.IntValue : 2679 CheckWave: populating count of BomberStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 2.54 after applying at-least-one rule, numberUnits : 2.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.62 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 2680 TypesForDirectAdd count by type: AutocannonMinipodII => 1000 BomberStarship => 1 TypesForCarrierAdd count by type: AutocannonMinipodII => 1679 12/30/2010 1:48:10 AM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 22:07:35 CheckWave: populating count of FighterII with base magnitude of 63 numberUnits = kv.Value * this.WaveSize : 106.71 after applying ShipCapMultiplier if any, numberUnits : 53.36 after applying CanUseNeinzulRegenerator if any, numberUnits : 53.36 after applying Mark-based multiplier if any, numberUnits : 48.02 after applying at-least-one rule, numberUnits : 48.02 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 144.05 numberUnitsInt = numberUnits.IntValue : 144 CheckWave: populating count of AutocannonMinipodII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 96.55 after applying ShipCapMultiplier if any, numberUnits : 96.55 after applying CanUseNeinzulRegenerator if any, numberUnits : 96.55 after applying Mark-based multiplier if any, numberUnits : 86.88 after applying at-least-one rule, numberUnits : 86.88 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 260.65 numberUnitsInt = numberUnits.IntValue : 260 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 115.18 after applying ShipCapMultiplier if any, numberUnits : 3.43 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.43 after applying Mark-based multiplier if any, numberUnits : 3.09 after applying at-least-one rule, numberUnits : 3.09 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9.26 numberUnitsInt = numberUnits.IntValue : 9 CheckWave: populating count of DeflectorDroneII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 120.26 after applying ShipCapMultiplier if any, numberUnits : 120.26 after applying CanUseNeinzulRegenerator if any, numberUnits : 120.26 after applying Mark-based multiplier if any, numberUnits : 108.23 after applying at-least-one rule, numberUnits : 108.23 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 324.68 numberUnitsInt = numberUnits.IntValue : 324 CheckWave: populating count of MissileShipII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 116.88 after applying ShipCapMultiplier if any, numberUnits : 58.44 after applying CanUseNeinzulRegenerator if any, numberUnits : 58.44 after applying Mark-based multiplier if any, numberUnits : 52.59 after applying at-least-one rule, numberUnits : 52.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 157.76 numberUnitsInt = numberUnits.IntValue : 157 CheckWave: populating count of LazerGatlingII with base magnitude of 72 numberUnits = kv.Value * this.WaveSize : 121.96 after applying ShipCapMultiplier if any, numberUnits : 170.73 after applying CanUseNeinzulRegenerator if any, numberUnits : 170.73 after applying Mark-based multiplier if any, numberUnits : 153.64 after applying at-least-one rule, numberUnits : 153.64 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 460.91 numberUnitsInt = numberUnits.IntValue : 460 CheckWave: populating count of ParasiteII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 115.18 after applying ShipCapMultiplier if any, numberUnits : 28.8 after applying CanUseNeinzulRegenerator if any, numberUnits : 28.8 after applying Mark-based multiplier if any, numberUnits : 25.91 after applying at-least-one rule, numberUnits : 25.91 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 77.74 numberUnitsInt = numberUnits.IntValue : 77 CheckWave: populating count of ArmorShipII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 113.49 after applying ShipCapMultiplier if any, numberUnits : 51.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.06 after applying Mark-based multiplier if any, numberUnits : 45.95 after applying at-least-one rule, numberUnits : 45.95 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 137.86 numberUnitsInt = numberUnits.IntValue : 137 CheckWave: populating count of BomberII with base magnitude of 59 numberUnits = kv.Value * this.WaveSize : 99.94 after applying ShipCapMultiplier if any, numberUnits : 49.97 after applying CanUseNeinzulRegenerator if any, numberUnits : 49.97 after applying Mark-based multiplier if any, numberUnits : 44.97 after applying at-least-one rule, numberUnits : 44.97 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 134.9 numberUnitsInt = numberUnits.IntValue : 134 CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.52 after applying at-least-one rule, numberUnits : 1.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.57 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1703 TypesForDirectAdd count by type: FighterII => 144 AutocannonMinipodII => 260 SpireTractorPlatformII => 9 DeflectorDroneII => 324 MissileShipII => 157 LazerGatlingII => 106 Flagship => 1 TypesForCarrierAdd count by type: LazerGatlingII => 354 ParasiteII => 77 ArmorShipII => 137 BomberII => 134 12/30/2010 2:07:07 AM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 22:10:25 CheckWave: populating count of AutocannonMinipodII with base magnitude of 586 numberUnits = kv.Value * this.WaveSize : 992.59 after applying ShipCapMultiplier if any, numberUnits : 992.59 after applying CanUseNeinzulRegenerator if any, numberUnits : 992.59 after applying Mark-based multiplier if any, numberUnits : 893.24 after applying at-least-one rule, numberUnits : 893.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 2679.71 numberUnitsInt = numberUnits.IntValue : 2679 CheckWave: populating count of BomberStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 2.54 after applying at-least-one rule, numberUnits : 2.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.62 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 2680 TypesForDirectAdd count by type: AutocannonMinipodII => 1000 BomberStarship => 1 TypesForCarrierAdd count by type: AutocannonMinipodII => 1679 12/30/2010 2:07:07 AM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 22:10:25 CheckWave: populating count of FighterII with base magnitude of 63 numberUnits = kv.Value * this.WaveSize : 106.71 after applying ShipCapMultiplier if any, numberUnits : 53.36 after applying CanUseNeinzulRegenerator if any, numberUnits : 53.36 after applying Mark-based multiplier if any, numberUnits : 48.02 after applying at-least-one rule, numberUnits : 48.02 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 144.05 numberUnitsInt = numberUnits.IntValue : 144 CheckWave: populating count of AutocannonMinipodII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 96.55 after applying ShipCapMultiplier if any, numberUnits : 96.55 after applying CanUseNeinzulRegenerator if any, numberUnits : 96.55 after applying Mark-based multiplier if any, numberUnits : 86.88 after applying at-least-one rule, numberUnits : 86.88 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 260.65 numberUnitsInt = numberUnits.IntValue : 260 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 115.18 after applying ShipCapMultiplier if any, numberUnits : 3.43 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.43 after applying Mark-based multiplier if any, numberUnits : 3.09 after applying at-least-one rule, numberUnits : 3.09 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9.26 numberUnitsInt = numberUnits.IntValue : 9 CheckWave: populating count of DeflectorDroneII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 120.26 after applying ShipCapMultiplier if any, numberUnits : 120.26 after applying CanUseNeinzulRegenerator if any, numberUnits : 120.26 after applying Mark-based multiplier if any, numberUnits : 108.23 after applying at-least-one rule, numberUnits : 108.23 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 324.68 numberUnitsInt = numberUnits.IntValue : 324 CheckWave: populating count of MissileShipII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 116.88 after applying ShipCapMultiplier if any, numberUnits : 58.44 after applying CanUseNeinzulRegenerator if any, numberUnits : 58.44 after applying Mark-based multiplier if any, numberUnits : 52.59 after applying at-least-one rule, numberUnits : 52.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 157.76 numberUnitsInt = numberUnits.IntValue : 157 CheckWave: populating count of LazerGatlingII with base magnitude of 72 numberUnits = kv.Value * this.WaveSize : 121.96 after applying ShipCapMultiplier if any, numberUnits : 170.73 after applying CanUseNeinzulRegenerator if any, numberUnits : 170.73 after applying Mark-based multiplier if any, numberUnits : 153.64 after applying at-least-one rule, numberUnits : 153.64 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 460.91 numberUnitsInt = numberUnits.IntValue : 460 CheckWave: populating count of ParasiteII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 115.18 after applying ShipCapMultiplier if any, numberUnits : 28.8 after applying CanUseNeinzulRegenerator if any, numberUnits : 28.8 after applying Mark-based multiplier if any, numberUnits : 25.91 after applying at-least-one rule, numberUnits : 25.91 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 77.74 numberUnitsInt = numberUnits.IntValue : 77 CheckWave: populating count of ArmorShipII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 113.49 after applying ShipCapMultiplier if any, numberUnits : 51.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.06 after applying Mark-based multiplier if any, numberUnits : 45.95 after applying at-least-one rule, numberUnits : 45.95 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 137.86 numberUnitsInt = numberUnits.IntValue : 137 CheckWave: populating count of BomberII with base magnitude of 59 numberUnits = kv.Value * this.WaveSize : 99.94 after applying ShipCapMultiplier if any, numberUnits : 49.97 after applying CanUseNeinzulRegenerator if any, numberUnits : 49.97 after applying Mark-based multiplier if any, numberUnits : 44.97 after applying at-least-one rule, numberUnits : 44.97 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 134.9 numberUnitsInt = numberUnits.IntValue : 134 CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.52 after applying at-least-one rule, numberUnits : 1.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.57 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1703 TypesForDirectAdd count by type: FighterII => 144 AutocannonMinipodII => 260 SpireTractorPlatformII => 9 DeflectorDroneII => 324 MissileShipII => 157 LazerGatlingII => 106 Flagship => 1 TypesForCarrierAdd count by type: LazerGatlingII => 354 ParasiteII => 77 ArmorShipII => 137 BomberII => 134 12/30/2010 4:59:24 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 22:35:24 WaveSize factor: 1.38 Raw Units Dictionary Entries: AutocannonMinipodII => 79 SpireTractorPlatformII => 62 ArmorShipII => 73 DeflectorDroneII => 73 LazerGatlingII => 60 BomberII => 69 ParasiteII => 50 FighterII => 71 MissileShipII => 78 DreadnoughtII => 1 Flagship => 1 DecoyDrone => 1 RaidStarship => 1 12/30/2010 4:59:24 PM (4.058) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 22:35:24 WaveSize factor: 1.38 Raw Units Dictionary Entries: SpireTractorPlatformII => 69 ArmorShipII => 82 LazerGatlingII => 76 MissileShipII => 72 ParasiteII => 62 DeflectorDroneII => 68 AutocannonMinipodII => 79 FighterII => 74 BomberII => 66 DreadnoughtII => 1 DecoyDrone => 1 12/30/2010 4:59:24 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.38 on wave at Game Time: 22:35:24 CheckWave: populating count of AutocannonMinipodII with base magnitude of 79 numberUnits = kv.Value * this.WaveSize : 109.26 after applying ShipCapMultiplier if any, numberUnits : 109.26 after applying CanUseNeinzulRegenerator if any, numberUnits : 109.26 after applying Mark-based multiplier if any, numberUnits : 98.32 after applying at-least-one rule, numberUnits : 98.32 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 294.97 numberUnitsInt = numberUnits.IntValue : 294 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 85.75 after applying ShipCapMultiplier if any, numberUnits : 2.55 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.55 after applying Mark-based multiplier if any, numberUnits : 2.3 after applying at-least-one rule, numberUnits : 2.3 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.89 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of ArmorShipII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 100.96 after applying ShipCapMultiplier if any, numberUnits : 45.43 after applying CanUseNeinzulRegenerator if any, numberUnits : 45.43 after applying Mark-based multiplier if any, numberUnits : 40.88 after applying at-least-one rule, numberUnits : 40.88 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 122.64 numberUnitsInt = numberUnits.IntValue : 122 CheckWave: populating count of DeflectorDroneII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 100.96 after applying ShipCapMultiplier if any, numberUnits : 100.96 after applying CanUseNeinzulRegenerator if any, numberUnits : 100.96 after applying Mark-based multiplier if any, numberUnits : 90.86 after applying at-least-one rule, numberUnits : 90.86 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 272.57 numberUnitsInt = numberUnits.IntValue : 272 CheckWave: populating count of LazerGatlingII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 82.98 after applying ShipCapMultiplier if any, numberUnits : 116.17 after applying CanUseNeinzulRegenerator if any, numberUnits : 116.17 after applying Mark-based multiplier if any, numberUnits : 104.54 after applying at-least-one rule, numberUnits : 104.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 313.62 numberUnitsInt = numberUnits.IntValue : 313 CheckWave: populating count of BomberII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 95.43 after applying ShipCapMultiplier if any, numberUnits : 47.72 after applying CanUseNeinzulRegenerator if any, numberUnits : 47.72 after applying Mark-based multiplier if any, numberUnits : 42.94 after applying at-least-one rule, numberUnits : 42.94 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 128.82 numberUnitsInt = numberUnits.IntValue : 128 CheckWave: populating count of ParasiteII with base magnitude of 50 numberUnits = kv.Value * this.WaveSize : 69.15 after applying ShipCapMultiplier if any, numberUnits : 17.29 after applying CanUseNeinzulRegenerator if any, numberUnits : 17.29 after applying Mark-based multiplier if any, numberUnits : 15.56 after applying at-least-one rule, numberUnits : 15.56 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 46.67 numberUnitsInt = numberUnits.IntValue : 46 CheckWave: populating count of FighterII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 98.2 after applying ShipCapMultiplier if any, numberUnits : 49.1 after applying CanUseNeinzulRegenerator if any, numberUnits : 49.1 after applying Mark-based multiplier if any, numberUnits : 44.18 after applying at-least-one rule, numberUnits : 44.18 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 132.55 numberUnitsInt = numberUnits.IntValue : 132 CheckWave: populating count of MissileShipII with base magnitude of 78 numberUnits = kv.Value * this.WaveSize : 107.88 after applying ShipCapMultiplier if any, numberUnits : 53.94 after applying CanUseNeinzulRegenerator if any, numberUnits : 53.94 after applying Mark-based multiplier if any, numberUnits : 48.54 after applying at-least-one rule, numberUnits : 48.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 145.62 numberUnitsInt = numberUnits.IntValue : 145 CheckWave: populating count of DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.38 after applying ShipCapMultiplier if any, numberUnits : 1.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.38 after applying Mark-based multiplier if any, numberUnits : 1.24 after applying at-least-one rule, numberUnits : 1.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.73 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.38 after applying ShipCapMultiplier if any, numberUnits : 1.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.38 after applying Mark-based multiplier if any, numberUnits : 1.24 after applying at-least-one rule, numberUnits : 1.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.73 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.38 after applying ShipCapMultiplier if any, numberUnits : 1.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.38 after applying Mark-based multiplier if any, numberUnits : 0.97 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.38 after applying ShipCapMultiplier if any, numberUnits : 1.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.38 after applying Mark-based multiplier if any, numberUnits : 2.07 after applying at-least-one rule, numberUnits : 2.07 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.22 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1464 TypesForDirectAdd count by type: AutocannonMinipodII => 294 SpireTractorPlatformII => 6 ArmorShipII => 122 DeflectorDroneII => 272 LazerGatlingII => 306 DreadnoughtII => 1 Flagship => 1 RaidStarship => 1 TypesForCarrierAdd count by type: LazerGatlingII => 7 BomberII => 128 ParasiteII => 46 FighterII => 132 MissileShipII => 145 DecoyDrone => 3 12/30/2010 4:59:24 PM (4.058) ----------------------------------- Performing first CheckWave with size factor of 1.38 on wave at Game Time: 22:35:24 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 95.43 after applying ShipCapMultiplier if any, numberUnits : 2.84 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.84 after applying Mark-based multiplier if any, numberUnits : 2.56 after applying at-least-one rule, numberUnits : 2.56 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.67 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of ArmorShipII with base magnitude of 82 numberUnits = kv.Value * this.WaveSize : 113.41 after applying ShipCapMultiplier if any, numberUnits : 51.03 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.03 after applying Mark-based multiplier if any, numberUnits : 45.92 after applying at-least-one rule, numberUnits : 45.92 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 137.76 numberUnitsInt = numberUnits.IntValue : 137 CheckWave: populating count of LazerGatlingII with base magnitude of 76 numberUnits = kv.Value * this.WaveSize : 105.11 after applying ShipCapMultiplier if any, numberUnits : 147.15 after applying CanUseNeinzulRegenerator if any, numberUnits : 147.15 after applying Mark-based multiplier if any, numberUnits : 132.42 after applying at-least-one rule, numberUnits : 132.42 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 397.25 numberUnitsInt = numberUnits.IntValue : 397 CheckWave: populating count of MissileShipII with base magnitude of 72 numberUnits = kv.Value * this.WaveSize : 99.58 after applying ShipCapMultiplier if any, numberUnits : 49.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 49.79 after applying Mark-based multiplier if any, numberUnits : 44.81 after applying at-least-one rule, numberUnits : 44.81 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 134.42 numberUnitsInt = numberUnits.IntValue : 134 CheckWave: populating count of ParasiteII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 85.75 after applying ShipCapMultiplier if any, numberUnits : 21.44 after applying CanUseNeinzulRegenerator if any, numberUnits : 21.44 after applying Mark-based multiplier if any, numberUnits : 19.29 after applying at-least-one rule, numberUnits : 19.29 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 57.87 numberUnitsInt = numberUnits.IntValue : 57 CheckWave: populating count of DeflectorDroneII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 94.05 after applying ShipCapMultiplier if any, numberUnits : 94.05 after applying CanUseNeinzulRegenerator if any, numberUnits : 94.05 after applying Mark-based multiplier if any, numberUnits : 84.63 after applying at-least-one rule, numberUnits : 84.63 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 253.9 numberUnitsInt = numberUnits.IntValue : 253 CheckWave: populating count of AutocannonMinipodII with base magnitude of 79 numberUnits = kv.Value * this.WaveSize : 109.26 after applying ShipCapMultiplier if any, numberUnits : 109.26 after applying CanUseNeinzulRegenerator if any, numberUnits : 109.26 after applying Mark-based multiplier if any, numberUnits : 98.32 after applying at-least-one rule, numberUnits : 98.32 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 294.97 numberUnitsInt = numberUnits.IntValue : 294 CheckWave: populating count of FighterII with base magnitude of 74 numberUnits = kv.Value * this.WaveSize : 102.35 after applying ShipCapMultiplier if any, numberUnits : 51.17 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.17 after applying Mark-based multiplier if any, numberUnits : 46.05 after applying at-least-one rule, numberUnits : 46.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 138.15 numberUnitsInt = numberUnits.IntValue : 138 CheckWave: populating count of BomberII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 91.28 after applying ShipCapMultiplier if any, numberUnits : 45.64 after applying CanUseNeinzulRegenerator if any, numberUnits : 45.64 after applying Mark-based multiplier if any, numberUnits : 41.07 after applying at-least-one rule, numberUnits : 41.07 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 123.22 numberUnitsInt = numberUnits.IntValue : 123 CheckWave: populating count of DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.38 after applying ShipCapMultiplier if any, numberUnits : 1.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.38 after applying Mark-based multiplier if any, numberUnits : 1.24 after applying at-least-one rule, numberUnits : 1.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.73 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.38 after applying ShipCapMultiplier if any, numberUnits : 1.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.38 after applying Mark-based multiplier if any, numberUnits : 0.97 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types Wave total ships: 1544 TypesForDirectAdd count by type: SpireTractorPlatformII => 7 ArmorShipII => 137 LazerGatlingII => 397 MissileShipII => 134 ParasiteII => 57 DeflectorDroneII => 253 AutocannonMinipodII => 15 DreadnoughtII => 1 TypesForCarrierAdd count by type: AutocannonMinipodII => 279 FighterII => 138 BomberII => 123 DecoyDrone => 3 12/30/2010 5:18:28 PM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.38 on wave at Game Time: 22:37:53 CheckWave: populating count of AutocannonMinipodII with base magnitude of 79 numberUnits = kv.Value * this.WaveSize : 109.26 after applying ShipCapMultiplier if any, numberUnits : 109.26 after applying CanUseNeinzulRegenerator if any, numberUnits : 109.26 after applying Mark-based multiplier if any, numberUnits : 98.32 after applying at-least-one rule, numberUnits : 98.32 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 294.97 numberUnitsInt = numberUnits.IntValue : 294 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 85.75 after applying ShipCapMultiplier if any, numberUnits : 2.55 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.55 after applying Mark-based multiplier if any, numberUnits : 2.3 after applying at-least-one rule, numberUnits : 2.3 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.89 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of ArmorShipII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 100.96 after applying ShipCapMultiplier if any, numberUnits : 45.43 after applying CanUseNeinzulRegenerator if any, numberUnits : 45.43 after applying Mark-based multiplier if any, numberUnits : 40.88 after applying at-least-one rule, numberUnits : 40.88 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 122.64 numberUnitsInt = numberUnits.IntValue : 122 CheckWave: populating count of DeflectorDroneII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 100.96 after applying ShipCapMultiplier if any, numberUnits : 100.96 after applying CanUseNeinzulRegenerator if any, numberUnits : 100.96 after applying Mark-based multiplier if any, numberUnits : 90.86 after applying at-least-one rule, numberUnits : 90.86 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 272.57 numberUnitsInt = numberUnits.IntValue : 272 CheckWave: populating count of LazerGatlingII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 82.98 after applying ShipCapMultiplier if any, numberUnits : 116.17 after applying CanUseNeinzulRegenerator if any, numberUnits : 116.17 after applying Mark-based multiplier if any, numberUnits : 104.54 after applying at-least-one rule, numberUnits : 104.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 313.62 numberUnitsInt = numberUnits.IntValue : 313 CheckWave: populating count of BomberII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 95.43 after applying ShipCapMultiplier if any, numberUnits : 47.72 after applying CanUseNeinzulRegenerator if any, numberUnits : 47.72 after applying Mark-based multiplier if any, numberUnits : 42.94 after applying at-least-one rule, numberUnits : 42.94 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 128.82 numberUnitsInt = numberUnits.IntValue : 128 CheckWave: populating count of ParasiteII with base magnitude of 50 numberUnits = kv.Value * this.WaveSize : 69.15 after applying ShipCapMultiplier if any, numberUnits : 17.29 after applying CanUseNeinzulRegenerator if any, numberUnits : 17.29 after applying Mark-based multiplier if any, numberUnits : 15.56 after applying at-least-one rule, numberUnits : 15.56 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 46.67 numberUnitsInt = numberUnits.IntValue : 46 CheckWave: populating count of FighterII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 98.2 after applying ShipCapMultiplier if any, numberUnits : 49.1 after applying CanUseNeinzulRegenerator if any, numberUnits : 49.1 after applying Mark-based multiplier if any, numberUnits : 44.18 after applying at-least-one rule, numberUnits : 44.18 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 132.55 numberUnitsInt = numberUnits.IntValue : 132 CheckWave: populating count of MissileShipII with base magnitude of 78 numberUnits = kv.Value * this.WaveSize : 107.88 after applying ShipCapMultiplier if any, numberUnits : 53.94 after applying CanUseNeinzulRegenerator if any, numberUnits : 53.94 after applying Mark-based multiplier if any, numberUnits : 48.54 after applying at-least-one rule, numberUnits : 48.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 145.62 numberUnitsInt = numberUnits.IntValue : 145 CheckWave: populating count of DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.38 after applying ShipCapMultiplier if any, numberUnits : 1.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.38 after applying Mark-based multiplier if any, numberUnits : 1.24 after applying at-least-one rule, numberUnits : 1.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.73 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.38 after applying ShipCapMultiplier if any, numberUnits : 1.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.38 after applying Mark-based multiplier if any, numberUnits : 1.24 after applying at-least-one rule, numberUnits : 1.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.73 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.38 after applying ShipCapMultiplier if any, numberUnits : 1.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.38 after applying Mark-based multiplier if any, numberUnits : 0.97 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.38 after applying ShipCapMultiplier if any, numberUnits : 1.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.38 after applying Mark-based multiplier if any, numberUnits : 2.07 after applying at-least-one rule, numberUnits : 2.07 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.22 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1464 TypesForDirectAdd count by type: AutocannonMinipodII => 294 SpireTractorPlatformII => 6 ArmorShipII => 122 DeflectorDroneII => 272 LazerGatlingII => 306 DreadnoughtII => 1 Flagship => 1 RaidStarship => 1 TypesForCarrierAdd count by type: LazerGatlingII => 7 BomberII => 128 ParasiteII => 46 FighterII => 132 MissileShipII => 145 DecoyDrone => 3 12/30/2010 5:18:28 PM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.38 on wave at Game Time: 22:37:53 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 95.43 after applying ShipCapMultiplier if any, numberUnits : 2.84 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.84 after applying Mark-based multiplier if any, numberUnits : 2.56 after applying at-least-one rule, numberUnits : 2.56 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.67 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of ArmorShipII with base magnitude of 82 numberUnits = kv.Value * this.WaveSize : 113.41 after applying ShipCapMultiplier if any, numberUnits : 51.03 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.03 after applying Mark-based multiplier if any, numberUnits : 45.92 after applying at-least-one rule, numberUnits : 45.92 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 137.76 numberUnitsInt = numberUnits.IntValue : 137 CheckWave: populating count of LazerGatlingII with base magnitude of 76 numberUnits = kv.Value * this.WaveSize : 105.11 after applying ShipCapMultiplier if any, numberUnits : 147.15 after applying CanUseNeinzulRegenerator if any, numberUnits : 147.15 after applying Mark-based multiplier if any, numberUnits : 132.42 after applying at-least-one rule, numberUnits : 132.42 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 397.25 numberUnitsInt = numberUnits.IntValue : 397 CheckWave: populating count of MissileShipII with base magnitude of 72 numberUnits = kv.Value * this.WaveSize : 99.58 after applying ShipCapMultiplier if any, numberUnits : 49.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 49.79 after applying Mark-based multiplier if any, numberUnits : 44.81 after applying at-least-one rule, numberUnits : 44.81 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 134.42 numberUnitsInt = numberUnits.IntValue : 134 CheckWave: populating count of ParasiteII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 85.75 after applying ShipCapMultiplier if any, numberUnits : 21.44 after applying CanUseNeinzulRegenerator if any, numberUnits : 21.44 after applying Mark-based multiplier if any, numberUnits : 19.29 after applying at-least-one rule, numberUnits : 19.29 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 57.87 numberUnitsInt = numberUnits.IntValue : 57 CheckWave: populating count of DeflectorDroneII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 94.05 after applying ShipCapMultiplier if any, numberUnits : 94.05 after applying CanUseNeinzulRegenerator if any, numberUnits : 94.05 after applying Mark-based multiplier if any, numberUnits : 84.63 after applying at-least-one rule, numberUnits : 84.63 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 253.9 numberUnitsInt = numberUnits.IntValue : 253 CheckWave: populating count of AutocannonMinipodII with base magnitude of 79 numberUnits = kv.Value * this.WaveSize : 109.26 after applying ShipCapMultiplier if any, numberUnits : 109.26 after applying CanUseNeinzulRegenerator if any, numberUnits : 109.26 after applying Mark-based multiplier if any, numberUnits : 98.32 after applying at-least-one rule, numberUnits : 98.32 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 294.97 numberUnitsInt = numberUnits.IntValue : 294 CheckWave: populating count of FighterII with base magnitude of 74 numberUnits = kv.Value * this.WaveSize : 102.35 after applying ShipCapMultiplier if any, numberUnits : 51.17 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.17 after applying Mark-based multiplier if any, numberUnits : 46.05 after applying at-least-one rule, numberUnits : 46.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 138.15 numberUnitsInt = numberUnits.IntValue : 138 CheckWave: populating count of BomberII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 91.28 after applying ShipCapMultiplier if any, numberUnits : 45.64 after applying CanUseNeinzulRegenerator if any, numberUnits : 45.64 after applying Mark-based multiplier if any, numberUnits : 41.07 after applying at-least-one rule, numberUnits : 41.07 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 123.22 numberUnitsInt = numberUnits.IntValue : 123 CheckWave: populating count of DreadnoughtII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.38 after applying ShipCapMultiplier if any, numberUnits : 1.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.38 after applying Mark-based multiplier if any, numberUnits : 1.24 after applying at-least-one rule, numberUnits : 1.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.73 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.38 after applying ShipCapMultiplier if any, numberUnits : 1.38 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.38 after applying Mark-based multiplier if any, numberUnits : 0.97 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types Wave total ships: 1544 TypesForDirectAdd count by type: SpireTractorPlatformII => 7 ArmorShipII => 137 LazerGatlingII => 397 MissileShipII => 134 ParasiteII => 57 DeflectorDroneII => 253 AutocannonMinipodII => 15 DreadnoughtII => 1 TypesForCarrierAdd count by type: AutocannonMinipodII => 279 FighterII => 138 BomberII => 123 DecoyDrone => 3 12/30/2010 6:03:34 PM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 23:02:02 WaveSize factor: 1.32 Raw Units Dictionary Entries: DeflectorDroneII => 75 BomberII => 78 SpireTractorPlatformII => 73 ArmorShipII => 86 LazerGatlingII => 66 ParasiteII => 67 MissileShipII => 86 FighterII => 63 AutocannonMinipodII => 79 Flagship => 1 EngineerDroneII => 1 SpeedBooster => 1 MobileRepairStation => 1 12/30/2010 6:03:34 PM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 23:02:02 WaveSize factor: 1.32 Raw Units Dictionary Entries: BomberII => 662 SpireTractorPlatformII => 9 ParasiteII => 10 MissileShipII => 7 AutocannonMinipodII => 8 ArmorShipII => 10 LazerGatlingII => 10 DeflectorDroneII => 6 FighterII => 8 LeechStarshipII => 1 MobileRepairStation => 1 12/30/2010 6:03:34 PM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.32 on wave at Game Time: 23:02:02 CheckWave: populating count of DeflectorDroneII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 99.3 after applying ShipCapMultiplier if any, numberUnits : 99.3 after applying CanUseNeinzulRegenerator if any, numberUnits : 99.3 after applying Mark-based multiplier if any, numberUnits : 89.36 after applying at-least-one rule, numberUnits : 89.36 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 268.08 numberUnitsInt = numberUnits.IntValue : 268 CheckWave: populating count of BomberII with base magnitude of 78 numberUnits = kv.Value * this.WaveSize : 103.27 after applying ShipCapMultiplier if any, numberUnits : 51.64 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.64 after applying Mark-based multiplier if any, numberUnits : 46.47 after applying at-least-one rule, numberUnits : 46.47 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 139.4 numberUnitsInt = numberUnits.IntValue : 139 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 96.65 after applying ShipCapMultiplier if any, numberUnits : 2.88 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.88 after applying Mark-based multiplier if any, numberUnits : 2.59 after applying at-least-one rule, numberUnits : 2.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.77 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of ArmorShipII with base magnitude of 86 numberUnits = kv.Value * this.WaveSize : 113.86 after applying ShipCapMultiplier if any, numberUnits : 51.23 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.23 after applying Mark-based multiplier if any, numberUnits : 46.1 after applying at-least-one rule, numberUnits : 46.1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 138.31 numberUnitsInt = numberUnits.IntValue : 138 CheckWave: populating count of LazerGatlingII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 87.38 after applying ShipCapMultiplier if any, numberUnits : 122.33 after applying CanUseNeinzulRegenerator if any, numberUnits : 122.33 after applying Mark-based multiplier if any, numberUnits : 110.08 after applying at-least-one rule, numberUnits : 110.08 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 330.25 numberUnitsInt = numberUnits.IntValue : 330 CheckWave: populating count of ParasiteII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 88.71 after applying ShipCapMultiplier if any, numberUnits : 22.18 after applying CanUseNeinzulRegenerator if any, numberUnits : 22.18 after applying Mark-based multiplier if any, numberUnits : 19.96 after applying at-least-one rule, numberUnits : 19.96 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 59.87 numberUnitsInt = numberUnits.IntValue : 59 CheckWave: populating count of MissileShipII with base magnitude of 86 numberUnits = kv.Value * this.WaveSize : 113.86 after applying ShipCapMultiplier if any, numberUnits : 56.93 after applying CanUseNeinzulRegenerator if any, numberUnits : 56.93 after applying Mark-based multiplier if any, numberUnits : 51.23 after applying at-least-one rule, numberUnits : 51.23 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 153.7 numberUnitsInt = numberUnits.IntValue : 153 CheckWave: populating count of FighterII with base magnitude of 63 numberUnits = kv.Value * this.WaveSize : 83.41 after applying ShipCapMultiplier if any, numberUnits : 41.71 after applying CanUseNeinzulRegenerator if any, numberUnits : 41.71 after applying Mark-based multiplier if any, numberUnits : 37.53 after applying at-least-one rule, numberUnits : 37.53 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 112.59 numberUnitsInt = numberUnits.IntValue : 112 CheckWave: populating count of AutocannonMinipodII with base magnitude of 79 numberUnits = kv.Value * this.WaveSize : 104.59 after applying ShipCapMultiplier if any, numberUnits : 104.59 after applying CanUseNeinzulRegenerator if any, numberUnits : 104.59 after applying Mark-based multiplier if any, numberUnits : 94.12 after applying at-least-one rule, numberUnits : 94.12 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 282.37 numberUnitsInt = numberUnits.IntValue : 282 CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.32 after applying ShipCapMultiplier if any, numberUnits : 1.32 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.32 after applying Mark-based multiplier if any, numberUnits : 1.19 after applying at-least-one rule, numberUnits : 1.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.57 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of EngineerDroneII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.32 after applying ShipCapMultiplier if any, numberUnits : 0.2 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.2 after applying Mark-based multiplier if any, numberUnits : 0.18 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SpeedBooster with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.32 after applying ShipCapMultiplier if any, numberUnits : 0.66 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.66 after applying Mark-based multiplier if any, numberUnits : 0.46 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MobileRepairStation with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.32 after applying ShipCapMultiplier if any, numberUnits : 0.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.07 after applying Mark-based multiplier if any, numberUnits : 0.1 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types Wave total ships: 1498 TypesForDirectAdd count by type: DeflectorDroneII => 268 BomberII => 139 SpireTractorPlatformII => 7 ArmorShipII => 138 LazerGatlingII => 330 ParasiteII => 59 MissileShipII => 59 Flagship => 1 TypesForCarrierAdd count by type: MissileShipII => 94 FighterII => 112 AutocannonMinipodII => 282 EngineerDroneII => 3 SpeedBooster => 3 MobileRepairStation => 3 12/30/2010 6:03:34 PM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.32 on wave at Game Time: 23:02:02 CheckWave: populating count of BomberII with base magnitude of 662 numberUnits = kv.Value * this.WaveSize : 876.47 after applying ShipCapMultiplier if any, numberUnits : 438.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 438.24 after applying Mark-based multiplier if any, numberUnits : 394.37 after applying at-least-one rule, numberUnits : 394.37 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 1183.11 numberUnitsInt = numberUnits.IntValue : 1183 CheckWave: populating count of SpireTractorPlatformII with base magnitude of 9 numberUnits = kv.Value * this.WaveSize : 11.92 after applying ShipCapMultiplier if any, numberUnits : 0.35 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.35 after applying Mark-based multiplier if any, numberUnits : 0.32 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ParasiteII with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 13.24 after applying ShipCapMultiplier if any, numberUnits : 3.31 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.31 after applying Mark-based multiplier if any, numberUnits : 2.98 after applying at-least-one rule, numberUnits : 2.98 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.93 numberUnitsInt = numberUnits.IntValue : 8 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShipII with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 9.27 after applying ShipCapMultiplier if any, numberUnits : 4.63 after applying CanUseNeinzulRegenerator if any, numberUnits : 4.63 after applying Mark-based multiplier if any, numberUnits : 4.17 after applying at-least-one rule, numberUnits : 4.17 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 12.51 numberUnitsInt = numberUnits.IntValue : 12 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of AutocannonMinipodII with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 10.59 after applying ShipCapMultiplier if any, numberUnits : 10.59 after applying CanUseNeinzulRegenerator if any, numberUnits : 10.59 after applying Mark-based multiplier if any, numberUnits : 9.53 after applying at-least-one rule, numberUnits : 9.53 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 28.59 numberUnitsInt = numberUnits.IntValue : 28 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ArmorShipII with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 13.24 after applying ShipCapMultiplier if any, numberUnits : 5.96 after applying CanUseNeinzulRegenerator if any, numberUnits : 5.96 after applying Mark-based multiplier if any, numberUnits : 5.36 after applying at-least-one rule, numberUnits : 5.36 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 16.08 numberUnitsInt = numberUnits.IntValue : 16 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LazerGatlingII with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 13.24 after applying ShipCapMultiplier if any, numberUnits : 18.53 after applying CanUseNeinzulRegenerator if any, numberUnits : 18.53 after applying Mark-based multiplier if any, numberUnits : 16.68 after applying at-least-one rule, numberUnits : 16.68 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 50.04 numberUnitsInt = numberUnits.IntValue : 50 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of DeflectorDroneII with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 7.94 after applying ShipCapMultiplier if any, numberUnits : 7.94 after applying CanUseNeinzulRegenerator if any, numberUnits : 7.94 after applying Mark-based multiplier if any, numberUnits : 7.15 after applying at-least-one rule, numberUnits : 7.15 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 21.45 numberUnitsInt = numberUnits.IntValue : 21 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of FighterII with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 10.59 after applying ShipCapMultiplier if any, numberUnits : 5.3 after applying CanUseNeinzulRegenerator if any, numberUnits : 5.3 after applying Mark-based multiplier if any, numberUnits : 4.77 after applying at-least-one rule, numberUnits : 4.77 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 14.3 numberUnitsInt = numberUnits.IntValue : 14 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.32 after applying ShipCapMultiplier if any, numberUnits : 1.32 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.32 after applying Mark-based multiplier if any, numberUnits : 1.19 after applying at-least-one rule, numberUnits : 1.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.57 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of MobileRepairStation with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.32 after applying ShipCapMultiplier if any, numberUnits : 0.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.07 after applying Mark-based multiplier if any, numberUnits : 0.1 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types Wave total ships: 1339 TypesForDirectAdd count by type: BomberII => 1000 LeechStarshipII => 1 TypesForCarrierAdd count by type: BomberII => 183 SpireTractorPlatformII => 3 ParasiteII => 8 MissileShipII => 12 AutocannonMinipodII => 28 ArmorShipII => 16 LazerGatlingII => 50 DeflectorDroneII => 21 FighterII => 14 MobileRepairStation => 3 1/1/2011 11:08:57 PM (4.059) ----------------------------------- Triggering Normal Wave; wave size factor: 1.21; Game Time: 26:05:01 1/1/2011 11:13:18 PM (4.059) ----------------------------------- Triggering Normal Wave; wave size factor: 1.69; Game Time: 26:08:11 1/1/2011 11:13:20 PM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 26:08:12 WaveSize factor: 1.69 Raw Units Dictionary Entries: GrenadeLauncherIII => 78 FighterIII => 73 Cruiser => 81 LazerGatlingIII => 70 BomberIII => 81 AutocannonMinipodIII => 75 ParasiteIII => 71 ArmorShipIII => 88 DeflectorDroneIII => 82 SpireTractorPlatformIII => 79 RaidStarshipII => 1 1/1/2011 11:13:20 PM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 26:08:12 WaveSize factor: 1.69 Raw Units Dictionary Entries: ArmorShipIII => 82 DeflectorDroneIII => 91 AutocannonMinipodIII => 75 BomberIII => 98 ParasiteIII => 84 GrenadeLauncherIII => 94 FighterIII => 92 LazerGatlingIII => 108 SpireTractorPlatformIII => 70 Cruiser => 104 DreadnoughtIII => 2 MobileRepairStation => 1 WarbirdStarship => 1 BeamStarship => 1 BomberStarshipII => 1 1/1/2011 11:13:20 PM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 26:08:12 CheckWave: populating count of GrenadeLauncherIII with base magnitude of 78 numberUnits = kv.Value * this.WaveSize : 132.12 after applying ShipCapMultiplier if any, numberUnits : 66.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 66.06 after applying Mark-based multiplier if any, numberUnits : 46.24 after applying at-least-one rule, numberUnits : 46.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 138.72 numberUnitsInt = numberUnits.IntValue : 138 CheckWave: populating count of FighterIII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 123.65 after applying ShipCapMultiplier if any, numberUnits : 61.83 after applying CanUseNeinzulRegenerator if any, numberUnits : 61.83 after applying Mark-based multiplier if any, numberUnits : 43.27 after applying at-least-one rule, numberUnits : 43.27 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 129.82 numberUnitsInt = numberUnits.IntValue : 129 CheckWave: populating count of Cruiser with base magnitude of 81 numberUnits = kv.Value * this.WaveSize : 137.2 after applying ShipCapMultiplier if any, numberUnits : 68.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 68.6 after applying Mark-based multiplier if any, numberUnits : 48.02 after applying at-least-one rule, numberUnits : 48.02 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 144.05 numberUnitsInt = numberUnits.IntValue : 144 CheckWave: populating count of LazerGatlingIII with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 118.57 after applying ShipCapMultiplier if any, numberUnits : 165.99 after applying CanUseNeinzulRegenerator if any, numberUnits : 165.99 after applying Mark-based multiplier if any, numberUnits : 116.18 after applying at-least-one rule, numberUnits : 116.18 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 348.54 numberUnitsInt = numberUnits.IntValue : 348 CheckWave: populating count of BomberIII with base magnitude of 81 numberUnits = kv.Value * this.WaveSize : 137.2 after applying ShipCapMultiplier if any, numberUnits : 68.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 68.6 after applying Mark-based multiplier if any, numberUnits : 48.02 after applying at-least-one rule, numberUnits : 48.02 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 144.05 numberUnitsInt = numberUnits.IntValue : 144 CheckWave: populating count of AutocannonMinipodIII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 127.04 after applying ShipCapMultiplier if any, numberUnits : 127.04 after applying CanUseNeinzulRegenerator if any, numberUnits : 127.04 after applying Mark-based multiplier if any, numberUnits : 88.92 after applying at-least-one rule, numberUnits : 88.92 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 266.76 numberUnitsInt = numberUnits.IntValue : 266 CheckWave: populating count of ParasiteIII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 120.26 after applying ShipCapMultiplier if any, numberUnits : 30.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 30.07 after applying Mark-based multiplier if any, numberUnits : 21.04 after applying at-least-one rule, numberUnits : 21.04 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 63.13 numberUnitsInt = numberUnits.IntValue : 63 CheckWave: populating count of ArmorShipIII with base magnitude of 88 numberUnits = kv.Value * this.WaveSize : 149.06 after applying ShipCapMultiplier if any, numberUnits : 67.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 67.07 after applying Mark-based multiplier if any, numberUnits : 46.94 after applying at-least-one rule, numberUnits : 46.94 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 140.83 numberUnitsInt = numberUnits.IntValue : 140 CheckWave: populating count of DeflectorDroneIII with base magnitude of 82 numberUnits = kv.Value * this.WaveSize : 138.9 after applying ShipCapMultiplier if any, numberUnits : 138.9 after applying CanUseNeinzulRegenerator if any, numberUnits : 138.9 after applying Mark-based multiplier if any, numberUnits : 97.22 after applying at-least-one rule, numberUnits : 97.22 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 291.66 numberUnitsInt = numberUnits.IntValue : 291 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 79 numberUnits = kv.Value * this.WaveSize : 133.81 after applying ShipCapMultiplier if any, numberUnits : 3.99 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.99 after applying Mark-based multiplier if any, numberUnits : 2.79 after applying at-least-one rule, numberUnits : 2.79 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 8.37 numberUnitsInt = numberUnits.IntValue : 8 CheckWave: populating count of RaidStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.52 after applying at-least-one rule, numberUnits : 1.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.57 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1672 TypesForDirectAdd count by type: GrenadeLauncherIII => 138 FighterIII => 129 Cruiser => 144 LazerGatlingIII => 348 BomberIII => 144 AutocannonMinipodIII => 97 RaidStarshipII => 1 TypesForCarrierAdd count by type: AutocannonMinipodIII => 169 ParasiteIII => 63 ArmorShipIII => 140 DeflectorDroneIII => 291 SpireTractorPlatformIII => 8 1/1/2011 11:13:20 PM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 26:08:12 CheckWave: populating count of ArmorShipIII with base magnitude of 82 numberUnits = kv.Value * this.WaveSize : 138.9 after applying ShipCapMultiplier if any, numberUnits : 62.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 62.5 after applying Mark-based multiplier if any, numberUnits : 43.74 after applying at-least-one rule, numberUnits : 43.74 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 131.23 numberUnitsInt = numberUnits.IntValue : 131 CheckWave: populating count of DeflectorDroneIII with base magnitude of 91 numberUnits = kv.Value * this.WaveSize : 154.14 after applying ShipCapMultiplier if any, numberUnits : 154.14 after applying CanUseNeinzulRegenerator if any, numberUnits : 154.14 after applying Mark-based multiplier if any, numberUnits : 107.89 after applying at-least-one rule, numberUnits : 107.89 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 323.67 numberUnitsInt = numberUnits.IntValue : 323 CheckWave: populating count of AutocannonMinipodIII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 127.04 after applying ShipCapMultiplier if any, numberUnits : 127.04 after applying CanUseNeinzulRegenerator if any, numberUnits : 127.04 after applying Mark-based multiplier if any, numberUnits : 88.92 after applying at-least-one rule, numberUnits : 88.92 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 266.76 numberUnitsInt = numberUnits.IntValue : 266 CheckWave: populating count of BomberIII with base magnitude of 98 numberUnits = kv.Value * this.WaveSize : 166 after applying ShipCapMultiplier if any, numberUnits : 83 after applying CanUseNeinzulRegenerator if any, numberUnits : 83 after applying Mark-based multiplier if any, numberUnits : 58.09 after applying at-least-one rule, numberUnits : 58.09 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 174.28 numberUnitsInt = numberUnits.IntValue : 174 CheckWave: populating count of ParasiteIII with base magnitude of 84 numberUnits = kv.Value * this.WaveSize : 142.28 after applying ShipCapMultiplier if any, numberUnits : 35.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 35.57 after applying Mark-based multiplier if any, numberUnits : 24.9 after applying at-least-one rule, numberUnits : 24.9 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 74.69 numberUnitsInt = numberUnits.IntValue : 74 CheckWave: populating count of GrenadeLauncherIII with base magnitude of 94 numberUnits = kv.Value * this.WaveSize : 159.22 after applying ShipCapMultiplier if any, numberUnits : 79.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 79.61 after applying Mark-based multiplier if any, numberUnits : 55.72 after applying at-least-one rule, numberUnits : 55.72 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 167.17 numberUnitsInt = numberUnits.IntValue : 167 CheckWave: populating count of FighterIII with base magnitude of 92 numberUnits = kv.Value * this.WaveSize : 155.83 after applying ShipCapMultiplier if any, numberUnits : 77.92 after applying CanUseNeinzulRegenerator if any, numberUnits : 77.92 after applying Mark-based multiplier if any, numberUnits : 54.54 after applying at-least-one rule, numberUnits : 54.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 163.61 numberUnitsInt = numberUnits.IntValue : 163 CheckWave: populating count of LazerGatlingIII with base magnitude of 108 numberUnits = kv.Value * this.WaveSize : 182.94 after applying ShipCapMultiplier if any, numberUnits : 256.09 after applying CanUseNeinzulRegenerator if any, numberUnits : 256.09 after applying Mark-based multiplier if any, numberUnits : 179.25 after applying at-least-one rule, numberUnits : 179.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 537.76 numberUnitsInt = numberUnits.IntValue : 537 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 118.57 after applying ShipCapMultiplier if any, numberUnits : 3.53 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.53 after applying Mark-based multiplier if any, numberUnits : 2.47 after applying at-least-one rule, numberUnits : 2.47 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.42 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of Cruiser with base magnitude of 104 numberUnits = kv.Value * this.WaveSize : 176.16 after applying ShipCapMultiplier if any, numberUnits : 88.08 after applying CanUseNeinzulRegenerator if any, numberUnits : 88.08 after applying Mark-based multiplier if any, numberUnits : 61.65 after applying at-least-one rule, numberUnits : 61.65 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 184.95 numberUnitsInt = numberUnits.IntValue : 184 CheckWave: populating count of DreadnoughtIII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.39 after applying ShipCapMultiplier if any, numberUnits : 3.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.39 after applying Mark-based multiplier if any, numberUnits : 2.37 after applying at-least-one rule, numberUnits : 2.37 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.11 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of MobileRepairStation with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 0.08 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.08 after applying Mark-based multiplier if any, numberUnits : 0.13 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of WarbirdStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.19 after applying at-least-one rule, numberUnits : 1.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.56 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BeamStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.19 after applying at-least-one rule, numberUnits : 1.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.56 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BomberStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.52 after applying at-least-one rule, numberUnits : 1.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.57 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 2033 TypesForDirectAdd count by type: ArmorShipIII => 131 DeflectorDroneIII => 323 AutocannonMinipodIII => 266 BomberIII => 174 ParasiteIII => 74 GrenadeLauncherIII => 32 DreadnoughtIII => 1 WarbirdStarship => 1 BeamStarship => 1 BomberStarshipII => 1 TypesForCarrierAdd count by type: GrenadeLauncherIII => 135 FighterIII => 163 LazerGatlingIII => 537 SpireTractorPlatformIII => 7 Cruiser => 184 MobileRepairStation => 3 1/2/2011 12:12:30 AM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 26:36:06 WaveSize factor: 1.39 Raw Units Dictionary Entries: ParasiteIII => 62 FighterIII => 76 DeflectorDroneIII => 62 ArmorShipIII => 59 SpireTractorPlatformIII => 63 BomberIII => 80 GrenadeLauncherIII => 73 AutocannonMinipodIII => 62 LeechStarshipIII => 4 Cruiser => 76 LazerGatlingIII => 79 WarbirdStarship => 1 Decloaker => 1 EngineerDroneII => 1 RaidStarshipII => 2 1/2/2011 12:12:30 AM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 26:36:06 WaveSize factor: 1.39 Raw Units Dictionary Entries: AutocannonMinipodIII => 70 BomberIII => 89 DeflectorDroneIII => 71 GrenadeLauncherIII => 77 ArmorShipIII => 58 Cruiser => 83 ParasiteIII => 85 FighterIII => 66 SpireTractorPlatformIII => 70 LazerGatlingIII => 71 WarbirdStarship => 1 Decloaker => 1 1/2/2011 12:12:30 AM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.39 on wave at Game Time: 26:36:06 CheckWave: populating count of ParasiteIII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 86.01 after applying ShipCapMultiplier if any, numberUnits : 21.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 21.5 after applying Mark-based multiplier if any, numberUnits : 15.05 after applying at-least-one rule, numberUnits : 15.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 45.15 numberUnitsInt = numberUnits.IntValue : 45 CheckWave: populating count of FighterIII with base magnitude of 76 numberUnits = kv.Value * this.WaveSize : 105.43 after applying ShipCapMultiplier if any, numberUnits : 52.71 after applying CanUseNeinzulRegenerator if any, numberUnits : 52.71 after applying Mark-based multiplier if any, numberUnits : 36.9 after applying at-least-one rule, numberUnits : 36.9 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 110.69 numberUnitsInt = numberUnits.IntValue : 110 CheckWave: populating count of DeflectorDroneIII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 86.01 after applying ShipCapMultiplier if any, numberUnits : 86.01 after applying CanUseNeinzulRegenerator if any, numberUnits : 86.01 after applying Mark-based multiplier if any, numberUnits : 60.2 after applying at-least-one rule, numberUnits : 60.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 180.6 numberUnitsInt = numberUnits.IntValue : 180 CheckWave: populating count of ArmorShipIII with base magnitude of 59 numberUnits = kv.Value * this.WaveSize : 81.85 after applying ShipCapMultiplier if any, numberUnits : 36.83 after applying CanUseNeinzulRegenerator if any, numberUnits : 36.83 after applying Mark-based multiplier if any, numberUnits : 25.78 after applying at-least-one rule, numberUnits : 25.78 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 77.33 numberUnitsInt = numberUnits.IntValue : 77 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 63 numberUnits = kv.Value * this.WaveSize : 87.39 after applying ShipCapMultiplier if any, numberUnits : 2.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.6 after applying Mark-based multiplier if any, numberUnits : 1.82 after applying at-least-one rule, numberUnits : 1.82 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.47 numberUnitsInt = numberUnits.IntValue : 5 CheckWave: populating count of BomberIII with base magnitude of 80 numberUnits = kv.Value * this.WaveSize : 110.98 after applying ShipCapMultiplier if any, numberUnits : 55.49 after applying CanUseNeinzulRegenerator if any, numberUnits : 55.49 after applying Mark-based multiplier if any, numberUnits : 38.84 after applying at-least-one rule, numberUnits : 38.84 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 116.52 numberUnitsInt = numberUnits.IntValue : 116 CheckWave: populating count of GrenadeLauncherIII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 101.27 after applying ShipCapMultiplier if any, numberUnits : 50.63 after applying CanUseNeinzulRegenerator if any, numberUnits : 50.63 after applying Mark-based multiplier if any, numberUnits : 35.44 after applying at-least-one rule, numberUnits : 35.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 106.32 numberUnitsInt = numberUnits.IntValue : 106 CheckWave: populating count of AutocannonMinipodIII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 86.01 after applying ShipCapMultiplier if any, numberUnits : 86.01 after applying CanUseNeinzulRegenerator if any, numberUnits : 86.01 after applying Mark-based multiplier if any, numberUnits : 60.2 after applying at-least-one rule, numberUnits : 60.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 180.6 numberUnitsInt = numberUnits.IntValue : 180 CheckWave: populating count of LeechStarshipIII with base magnitude of 4 numberUnits = kv.Value * this.WaveSize : 5.55 after applying ShipCapMultiplier if any, numberUnits : 5.55 after applying CanUseNeinzulRegenerator if any, numberUnits : 5.55 after applying Mark-based multiplier if any, numberUnits : 3.88 after applying at-least-one rule, numberUnits : 3.88 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 11.65 numberUnitsInt = numberUnits.IntValue : 11 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of Cruiser with base magnitude of 76 numberUnits = kv.Value * this.WaveSize : 105.43 after applying ShipCapMultiplier if any, numberUnits : 52.71 after applying CanUseNeinzulRegenerator if any, numberUnits : 52.71 after applying Mark-based multiplier if any, numberUnits : 36.9 after applying at-least-one rule, numberUnits : 36.9 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 110.69 numberUnitsInt = numberUnits.IntValue : 110 CheckWave: populating count of LazerGatlingIII with base magnitude of 79 numberUnits = kv.Value * this.WaveSize : 109.59 after applying ShipCapMultiplier if any, numberUnits : 153.41 after applying CanUseNeinzulRegenerator if any, numberUnits : 153.41 after applying Mark-based multiplier if any, numberUnits : 107.38 after applying at-least-one rule, numberUnits : 107.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 322.15 numberUnitsInt = numberUnits.IntValue : 322 CheckWave: populating count of WarbirdStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.39 after applying ShipCapMultiplier if any, numberUnits : 1.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.39 after applying Mark-based multiplier if any, numberUnits : 0.97 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of Decloaker with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.39 after applying ShipCapMultiplier if any, numberUnits : 1.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.39 after applying Mark-based multiplier if any, numberUnits : 2.08 after applying at-least-one rule, numberUnits : 2.08 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.24 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of EngineerDroneII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.39 after applying ShipCapMultiplier if any, numberUnits : 0.21 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.21 after applying Mark-based multiplier if any, numberUnits : 0.19 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of RaidStarshipII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2.77 after applying ShipCapMultiplier if any, numberUnits : 2.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.77 after applying Mark-based multiplier if any, numberUnits : 2.5 after applying at-least-one rule, numberUnits : 2.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.49 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1263 TypesForDirectAdd count by type: ParasiteIII => 45 FighterIII => 110 DeflectorDroneIII => 180 ArmorShipIII => 77 SpireTractorPlatformIII => 5 BomberIII => 116 GrenadeLauncherIII => 106 AutocannonMinipodIII => 180 LeechStarshipIII => 1 Cruiser => 110 LazerGatlingIII => 71 WarbirdStarship => 1 RaidStarshipII => 1 TypesForCarrierAdd count by type: LazerGatlingIII => 251 Decloaker => 6 EngineerDroneII => 3 1/2/2011 12:12:30 AM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.39 on wave at Game Time: 26:36:06 CheckWave: populating count of AutocannonMinipodIII with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 97.1 after applying ShipCapMultiplier if any, numberUnits : 97.1 after applying CanUseNeinzulRegenerator if any, numberUnits : 97.1 after applying Mark-based multiplier if any, numberUnits : 67.97 after applying at-least-one rule, numberUnits : 67.97 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 203.9 numberUnitsInt = numberUnits.IntValue : 203 CheckWave: populating count of BomberIII with base magnitude of 89 numberUnits = kv.Value * this.WaveSize : 123.46 after applying ShipCapMultiplier if any, numberUnits : 61.73 after applying CanUseNeinzulRegenerator if any, numberUnits : 61.73 after applying Mark-based multiplier if any, numberUnits : 43.21 after applying at-least-one rule, numberUnits : 43.21 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 129.62 numberUnitsInt = numberUnits.IntValue : 129 CheckWave: populating count of DeflectorDroneIII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 98.49 after applying ShipCapMultiplier if any, numberUnits : 98.49 after applying CanUseNeinzulRegenerator if any, numberUnits : 98.49 after applying Mark-based multiplier if any, numberUnits : 68.94 after applying at-least-one rule, numberUnits : 68.94 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 206.82 numberUnitsInt = numberUnits.IntValue : 206 CheckWave: populating count of GrenadeLauncherIII with base magnitude of 77 numberUnits = kv.Value * this.WaveSize : 106.81 after applying ShipCapMultiplier if any, numberUnits : 53.41 after applying CanUseNeinzulRegenerator if any, numberUnits : 53.41 after applying Mark-based multiplier if any, numberUnits : 37.38 after applying at-least-one rule, numberUnits : 37.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 112.15 numberUnitsInt = numberUnits.IntValue : 112 CheckWave: populating count of ArmorShipIII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 80.46 after applying ShipCapMultiplier if any, numberUnits : 36.2 after applying CanUseNeinzulRegenerator if any, numberUnits : 36.2 after applying Mark-based multiplier if any, numberUnits : 25.34 after applying at-least-one rule, numberUnits : 25.34 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 76.02 numberUnitsInt = numberUnits.IntValue : 76 CheckWave: populating count of Cruiser with base magnitude of 83 numberUnits = kv.Value * this.WaveSize : 115.14 after applying ShipCapMultiplier if any, numberUnits : 57.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 57.57 after applying Mark-based multiplier if any, numberUnits : 40.3 after applying at-least-one rule, numberUnits : 40.3 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 120.89 numberUnitsInt = numberUnits.IntValue : 120 CheckWave: populating count of ParasiteIII with base magnitude of 85 numberUnits = kv.Value * this.WaveSize : 117.91 after applying ShipCapMultiplier if any, numberUnits : 29.48 after applying CanUseNeinzulRegenerator if any, numberUnits : 29.48 after applying Mark-based multiplier if any, numberUnits : 20.63 after applying at-least-one rule, numberUnits : 20.63 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 61.9 numberUnitsInt = numberUnits.IntValue : 61 CheckWave: populating count of FighterIII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 91.56 after applying ShipCapMultiplier if any, numberUnits : 45.78 after applying CanUseNeinzulRegenerator if any, numberUnits : 45.78 after applying Mark-based multiplier if any, numberUnits : 32.04 after applying at-least-one rule, numberUnits : 32.04 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 96.13 numberUnitsInt = numberUnits.IntValue : 96 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 97.1 after applying ShipCapMultiplier if any, numberUnits : 2.89 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.89 after applying Mark-based multiplier if any, numberUnits : 2.02 after applying at-least-one rule, numberUnits : 2.02 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.07 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of LazerGatlingIII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 98.49 after applying ShipCapMultiplier if any, numberUnits : 137.88 after applying CanUseNeinzulRegenerator if any, numberUnits : 137.88 after applying Mark-based multiplier if any, numberUnits : 96.51 after applying at-least-one rule, numberUnits : 96.51 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 289.52 numberUnitsInt = numberUnits.IntValue : 289 CheckWave: populating count of WarbirdStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.39 after applying ShipCapMultiplier if any, numberUnits : 1.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.39 after applying Mark-based multiplier if any, numberUnits : 0.97 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of Decloaker with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.39 after applying ShipCapMultiplier if any, numberUnits : 1.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.39 after applying Mark-based multiplier if any, numberUnits : 2.08 after applying at-least-one rule, numberUnits : 2.08 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.24 numberUnitsInt = numberUnits.IntValue : 6 Wave total ships: 1305 TypesForDirectAdd count by type: AutocannonMinipodIII => 203 BomberIII => 129 DeflectorDroneIII => 206 GrenadeLauncherIII => 112 ArmorShipIII => 76 Cruiser => 120 ParasiteIII => 61 FighterIII => 93 WarbirdStarship => 1 TypesForCarrierAdd count by type: FighterIII => 3 SpireTractorPlatformIII => 6 LazerGatlingIII => 289 Decloaker => 6 1/2/2011 12:36:41 AM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 26:36:08 WaveSize factor: 1.39 Raw Units Dictionary Entries: BomberIII => 85 SpireMawIII => 83 ArmorShipIII => 79 ParasiteIII => 90 LazerGatlingIII => 90 DeflectorDroneIII => 68 Cruiser => 66 GrenadeLauncherIII => 88 AutocannonMinipodIII => 67 FighterIII => 85 SpireTractorPlatformIII => 77 DecoyDrone => 1 DreadnoughtIII => 1 1/2/2011 12:36:41 AM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 26:36:08 WaveSize factor: 1.39 Raw Units Dictionary Entries: AutocannonMinipodIII => 57 Cruiser => 66 FighterIII => 64 ArmorShipIII => 66 LazerGatlingIII => 67 ParasiteIII => 58 DeflectorDroneIII => 71 SpireTractorPlatformIII => 75 SpireMawIII => 58 BomberIII => 60 GrenadeLauncherIII => 76 DreadnoughtIII => 1 BomberStarshipII => 2 1/2/2011 12:36:41 AM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.39 on wave at Game Time: 26:36:08 CheckWave: populating count of BomberIII with base magnitude of 85 numberUnits = kv.Value * this.WaveSize : 117.91 after applying ShipCapMultiplier if any, numberUnits : 58.96 after applying CanUseNeinzulRegenerator if any, numberUnits : 58.96 after applying Mark-based multiplier if any, numberUnits : 41.27 after applying at-least-one rule, numberUnits : 41.27 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 123.8 numberUnitsInt = numberUnits.IntValue : 123 CheckWave: populating count of SpireMawIII with base magnitude of 83 numberUnits = kv.Value * this.WaveSize : 115.14 after applying ShipCapMultiplier if any, numberUnits : 3.43 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.43 after applying Mark-based multiplier if any, numberUnits : 2.4 after applying at-least-one rule, numberUnits : 2.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.2 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of ArmorShipIII with base magnitude of 79 numberUnits = kv.Value * this.WaveSize : 109.59 after applying ShipCapMultiplier if any, numberUnits : 49.31 after applying CanUseNeinzulRegenerator if any, numberUnits : 49.31 after applying Mark-based multiplier if any, numberUnits : 34.51 after applying at-least-one rule, numberUnits : 34.51 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 103.54 numberUnitsInt = numberUnits.IntValue : 103 CheckWave: populating count of ParasiteIII with base magnitude of 90 numberUnits = kv.Value * this.WaveSize : 124.85 after applying ShipCapMultiplier if any, numberUnits : 31.21 after applying CanUseNeinzulRegenerator if any, numberUnits : 31.21 after applying Mark-based multiplier if any, numberUnits : 21.85 after applying at-least-one rule, numberUnits : 21.85 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 65.54 numberUnitsInt = numberUnits.IntValue : 65 CheckWave: populating count of LazerGatlingIII with base magnitude of 90 numberUnits = kv.Value * this.WaveSize : 124.85 after applying ShipCapMultiplier if any, numberUnits : 174.78 after applying CanUseNeinzulRegenerator if any, numberUnits : 174.78 after applying Mark-based multiplier if any, numberUnits : 122.33 after applying at-least-one rule, numberUnits : 122.33 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 367 numberUnitsInt = numberUnits.IntValue : 367 CheckWave: populating count of DeflectorDroneIII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 94.33 after applying ShipCapMultiplier if any, numberUnits : 94.33 after applying CanUseNeinzulRegenerator if any, numberUnits : 94.33 after applying Mark-based multiplier if any, numberUnits : 66.03 after applying at-least-one rule, numberUnits : 66.03 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 198.08 numberUnitsInt = numberUnits.IntValue : 198 CheckWave: populating count of Cruiser with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 91.56 after applying ShipCapMultiplier if any, numberUnits : 45.78 after applying CanUseNeinzulRegenerator if any, numberUnits : 45.78 after applying Mark-based multiplier if any, numberUnits : 32.04 after applying at-least-one rule, numberUnits : 32.04 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 96.13 numberUnitsInt = numberUnits.IntValue : 96 CheckWave: populating count of GrenadeLauncherIII with base magnitude of 88 numberUnits = kv.Value * this.WaveSize : 122.07 after applying ShipCapMultiplier if any, numberUnits : 61.04 after applying CanUseNeinzulRegenerator if any, numberUnits : 61.04 after applying Mark-based multiplier if any, numberUnits : 42.72 after applying at-least-one rule, numberUnits : 42.72 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 128.17 numberUnitsInt = numberUnits.IntValue : 128 CheckWave: populating count of AutocannonMinipodIII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 92.94 after applying ShipCapMultiplier if any, numberUnits : 92.94 after applying CanUseNeinzulRegenerator if any, numberUnits : 92.94 after applying Mark-based multiplier if any, numberUnits : 65.06 after applying at-least-one rule, numberUnits : 65.06 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 195.17 numberUnitsInt = numberUnits.IntValue : 195 CheckWave: populating count of FighterIII with base magnitude of 85 numberUnits = kv.Value * this.WaveSize : 117.91 after applying ShipCapMultiplier if any, numberUnits : 58.96 after applying CanUseNeinzulRegenerator if any, numberUnits : 58.96 after applying Mark-based multiplier if any, numberUnits : 41.27 after applying at-least-one rule, numberUnits : 41.27 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 123.8 numberUnitsInt = numberUnits.IntValue : 123 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 77 numberUnits = kv.Value * this.WaveSize : 106.81 after applying ShipCapMultiplier if any, numberUnits : 3.18 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.18 after applying Mark-based multiplier if any, numberUnits : 2.23 after applying at-least-one rule, numberUnits : 2.23 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.68 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of DecoyDrone with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.39 after applying ShipCapMultiplier if any, numberUnits : 1.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.39 after applying Mark-based multiplier if any, numberUnits : 0.97 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.39 after applying ShipCapMultiplier if any, numberUnits : 1.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.39 after applying Mark-based multiplier if any, numberUnits : 0.97 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1415 TypesForDirectAdd count by type: BomberIII => 123 SpireMawIII => 7 ArmorShipIII => 103 ParasiteIII => 65 LazerGatlingIII => 367 DeflectorDroneIII => 198 Cruiser => 96 GrenadeLauncherIII => 41 DreadnoughtIII => 1 TypesForCarrierAdd count by type: GrenadeLauncherIII => 87 AutocannonMinipodIII => 195 FighterIII => 123 SpireTractorPlatformIII => 6 DecoyDrone => 3 1/2/2011 12:36:41 AM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.39 on wave at Game Time: 26:36:08 CheckWave: populating count of AutocannonMinipodIII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 79.07 after applying ShipCapMultiplier if any, numberUnits : 79.07 after applying CanUseNeinzulRegenerator if any, numberUnits : 79.07 after applying Mark-based multiplier if any, numberUnits : 55.35 after applying at-least-one rule, numberUnits : 55.35 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 166.04 numberUnitsInt = numberUnits.IntValue : 166 CheckWave: populating count of Cruiser with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 91.56 after applying ShipCapMultiplier if any, numberUnits : 45.78 after applying CanUseNeinzulRegenerator if any, numberUnits : 45.78 after applying Mark-based multiplier if any, numberUnits : 32.04 after applying at-least-one rule, numberUnits : 32.04 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 96.13 numberUnitsInt = numberUnits.IntValue : 96 CheckWave: populating count of FighterIII with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 88.78 after applying ShipCapMultiplier if any, numberUnits : 44.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 44.39 after applying Mark-based multiplier if any, numberUnits : 31.07 after applying at-least-one rule, numberUnits : 31.07 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 93.21 numberUnitsInt = numberUnits.IntValue : 93 CheckWave: populating count of ArmorShipIII with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 91.56 after applying ShipCapMultiplier if any, numberUnits : 41.2 after applying CanUseNeinzulRegenerator if any, numberUnits : 41.2 after applying Mark-based multiplier if any, numberUnits : 28.83 after applying at-least-one rule, numberUnits : 28.83 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 86.5 numberUnitsInt = numberUnits.IntValue : 86 CheckWave: populating count of LazerGatlingIII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 92.94 after applying ShipCapMultiplier if any, numberUnits : 130.11 after applying CanUseNeinzulRegenerator if any, numberUnits : 130.11 after applying Mark-based multiplier if any, numberUnits : 91.07 after applying at-least-one rule, numberUnits : 91.07 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 273.21 numberUnitsInt = numberUnits.IntValue : 273 CheckWave: populating count of ParasiteIII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 80.46 after applying ShipCapMultiplier if any, numberUnits : 20.11 after applying CanUseNeinzulRegenerator if any, numberUnits : 20.11 after applying Mark-based multiplier if any, numberUnits : 14.08 after applying at-least-one rule, numberUnits : 14.08 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 42.24 numberUnitsInt = numberUnits.IntValue : 42 CheckWave: populating count of DeflectorDroneIII with base magnitude of 71 numberUnits = kv.Value * this.WaveSize : 98.49 after applying ShipCapMultiplier if any, numberUnits : 98.49 after applying CanUseNeinzulRegenerator if any, numberUnits : 98.49 after applying Mark-based multiplier if any, numberUnits : 68.94 after applying at-least-one rule, numberUnits : 68.94 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 206.82 numberUnitsInt = numberUnits.IntValue : 206 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 104.04 after applying ShipCapMultiplier if any, numberUnits : 3.1 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.1 after applying Mark-based multiplier if any, numberUnits : 2.17 after applying at-least-one rule, numberUnits : 2.17 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.51 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of SpireMawIII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 80.46 after applying ShipCapMultiplier if any, numberUnits : 2.4 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.4 after applying Mark-based multiplier if any, numberUnits : 1.68 after applying at-least-one rule, numberUnits : 1.68 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 5.03 numberUnitsInt = numberUnits.IntValue : 5 CheckWave: populating count of BomberIII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 83.23 after applying ShipCapMultiplier if any, numberUnits : 41.62 after applying CanUseNeinzulRegenerator if any, numberUnits : 41.62 after applying Mark-based multiplier if any, numberUnits : 29.13 after applying at-least-one rule, numberUnits : 29.13 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 87.39 numberUnitsInt = numberUnits.IntValue : 87 CheckWave: populating count of GrenadeLauncherIII with base magnitude of 76 numberUnits = kv.Value * this.WaveSize : 105.43 after applying ShipCapMultiplier if any, numberUnits : 52.71 after applying CanUseNeinzulRegenerator if any, numberUnits : 52.71 after applying Mark-based multiplier if any, numberUnits : 36.9 after applying at-least-one rule, numberUnits : 36.9 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 110.69 numberUnitsInt = numberUnits.IntValue : 110 CheckWave: populating count of DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.39 after applying ShipCapMultiplier if any, numberUnits : 1.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.39 after applying Mark-based multiplier if any, numberUnits : 0.97 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BomberStarshipII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2.77 after applying ShipCapMultiplier if any, numberUnits : 2.77 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.77 after applying Mark-based multiplier if any, numberUnits : 2.5 after applying at-least-one rule, numberUnits : 2.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.49 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1172 TypesForDirectAdd count by type: AutocannonMinipodIII => 166 Cruiser => 96 FighterIII => 93 ArmorShipIII => 86 LazerGatlingIII => 273 ParasiteIII => 42 DeflectorDroneIII => 206 SpireTractorPlatformIII => 6 SpireMawIII => 5 BomberIII => 27 DreadnoughtIII => 1 BomberStarshipII => 1 TypesForCarrierAdd count by type: BomberIII => 60 GrenadeLauncherIII => 110 1/2/2011 5:03:15 PM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 26:08:11 WaveSize factor: 1.69 Raw Units Dictionary Entries: BomberIII => 68 ParasiteIII => 85 DeflectorDroneIII => 67 FighterIII => 75 GrenadeLauncherIII => 74 Cruiser => 55 SpireTractorPlatformIII => 70 ArmorShipIII => 50 AutocannonMinipodIII => 58 LazerGatlingIII => 57 MobileRepairStation => 1 WarbirdStarship => 1 1/2/2011 5:03:15 PM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 26:08:11 WaveSize factor: 1.69 Raw Units Dictionary Entries: ParasiteIII => 81 Cruiser => 64 ArmorShipIII => 83 SpireTractorPlatformIII => 74 LazerGatlingIII => 61 FighterIII => 76 DeflectorDroneIII => 75 GrenadeLauncherIII => 87 AutocannonMinipodIII => 62 BomberIII => 83 RaidStarshipII => 1 1/2/2011 5:03:15 PM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 26:08:11 CheckWave: populating count of BomberIII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 115.18 after applying ShipCapMultiplier if any, numberUnits : 57.59 after applying CanUseNeinzulRegenerator if any, numberUnits : 57.59 after applying Mark-based multiplier if any, numberUnits : 40.31 after applying at-least-one rule, numberUnits : 40.31 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 120.93 numberUnitsInt = numberUnits.IntValue : 120 CheckWave: populating count of ParasiteIII with base magnitude of 85 numberUnits = kv.Value * this.WaveSize : 143.98 after applying ShipCapMultiplier if any, numberUnits : 35.99 after applying CanUseNeinzulRegenerator if any, numberUnits : 35.99 after applying Mark-based multiplier if any, numberUnits : 25.19 after applying at-least-one rule, numberUnits : 25.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 75.58 numberUnitsInt = numberUnits.IntValue : 75 CheckWave: populating count of DeflectorDroneIII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 113.49 after applying ShipCapMultiplier if any, numberUnits : 113.49 after applying CanUseNeinzulRegenerator if any, numberUnits : 113.49 after applying Mark-based multiplier if any, numberUnits : 79.44 after applying at-least-one rule, numberUnits : 79.44 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 238.31 numberUnitsInt = numberUnits.IntValue : 238 CheckWave: populating count of FighterIII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 127.04 after applying ShipCapMultiplier if any, numberUnits : 63.52 after applying CanUseNeinzulRegenerator if any, numberUnits : 63.52 after applying Mark-based multiplier if any, numberUnits : 44.46 after applying at-least-one rule, numberUnits : 44.46 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 133.38 numberUnitsInt = numberUnits.IntValue : 133 CheckWave: populating count of GrenadeLauncherIII with base magnitude of 74 numberUnits = kv.Value * this.WaveSize : 125.34 after applying ShipCapMultiplier if any, numberUnits : 62.67 after applying CanUseNeinzulRegenerator if any, numberUnits : 62.67 after applying Mark-based multiplier if any, numberUnits : 43.87 after applying at-least-one rule, numberUnits : 43.87 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 131.6 numberUnitsInt = numberUnits.IntValue : 131 CheckWave: populating count of Cruiser with base magnitude of 55 numberUnits = kv.Value * this.WaveSize : 93.16 after applying ShipCapMultiplier if any, numberUnits : 46.58 after applying CanUseNeinzulRegenerator if any, numberUnits : 46.58 after applying Mark-based multiplier if any, numberUnits : 32.6 after applying at-least-one rule, numberUnits : 32.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 97.81 numberUnitsInt = numberUnits.IntValue : 97 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 118.57 after applying ShipCapMultiplier if any, numberUnits : 3.53 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.53 after applying Mark-based multiplier if any, numberUnits : 2.47 after applying at-least-one rule, numberUnits : 2.47 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.42 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of ArmorShipIII with base magnitude of 50 numberUnits = kv.Value * this.WaveSize : 84.69 after applying ShipCapMultiplier if any, numberUnits : 38.11 after applying CanUseNeinzulRegenerator if any, numberUnits : 38.11 after applying Mark-based multiplier if any, numberUnits : 26.67 after applying at-least-one rule, numberUnits : 26.67 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 80.02 numberUnitsInt = numberUnits.IntValue : 80 CheckWave: populating count of AutocannonMinipodIII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 98.24 after applying ShipCapMultiplier if any, numberUnits : 98.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 98.24 after applying Mark-based multiplier if any, numberUnits : 68.77 after applying at-least-one rule, numberUnits : 68.77 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 206.3 numberUnitsInt = numberUnits.IntValue : 206 CheckWave: populating count of LazerGatlingIII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 96.55 after applying ShipCapMultiplier if any, numberUnits : 135.16 after applying CanUseNeinzulRegenerator if any, numberUnits : 135.16 after applying Mark-based multiplier if any, numberUnits : 94.6 after applying at-least-one rule, numberUnits : 94.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 283.81 numberUnitsInt = numberUnits.IntValue : 283 CheckWave: populating count of MobileRepairStation with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 0.08 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.08 after applying Mark-based multiplier if any, numberUnits : 0.13 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of WarbirdStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.19 after applying at-least-one rule, numberUnits : 1.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.56 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1374 TypesForDirectAdd count by type: BomberIII => 120 ParasiteIII => 75 DeflectorDroneIII => 238 FighterIII => 133 GrenadeLauncherIII => 131 Cruiser => 97 SpireTractorPlatformIII => 7 ArmorShipIII => 80 AutocannonMinipodIII => 119 WarbirdStarship => 1 TypesForCarrierAdd count by type: AutocannonMinipodIII => 87 LazerGatlingIII => 283 MobileRepairStation => 3 1/2/2011 5:03:15 PM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 26:08:11 CheckWave: populating count of ParasiteIII with base magnitude of 81 numberUnits = kv.Value * this.WaveSize : 137.2 after applying ShipCapMultiplier if any, numberUnits : 34.3 after applying CanUseNeinzulRegenerator if any, numberUnits : 34.3 after applying Mark-based multiplier if any, numberUnits : 24.01 after applying at-least-one rule, numberUnits : 24.01 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 72.02 numberUnitsInt = numberUnits.IntValue : 72 CheckWave: populating count of Cruiser with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 108.41 after applying ShipCapMultiplier if any, numberUnits : 54.2 after applying CanUseNeinzulRegenerator if any, numberUnits : 54.2 after applying Mark-based multiplier if any, numberUnits : 37.94 after applying at-least-one rule, numberUnits : 37.94 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 113.82 numberUnitsInt = numberUnits.IntValue : 113 CheckWave: populating count of ArmorShipIII with base magnitude of 83 numberUnits = kv.Value * this.WaveSize : 140.59 after applying ShipCapMultiplier if any, numberUnits : 63.26 after applying CanUseNeinzulRegenerator if any, numberUnits : 63.26 after applying Mark-based multiplier if any, numberUnits : 44.28 after applying at-least-one rule, numberUnits : 44.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 132.83 numberUnitsInt = numberUnits.IntValue : 132 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 74 numberUnits = kv.Value * this.WaveSize : 125.34 after applying ShipCapMultiplier if any, numberUnits : 3.73 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.73 after applying Mark-based multiplier if any, numberUnits : 2.61 after applying at-least-one rule, numberUnits : 2.61 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.84 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of LazerGatlingIII with base magnitude of 61 numberUnits = kv.Value * this.WaveSize : 103.32 after applying ShipCapMultiplier if any, numberUnits : 144.64 after applying CanUseNeinzulRegenerator if any, numberUnits : 144.64 after applying Mark-based multiplier if any, numberUnits : 101.24 after applying at-least-one rule, numberUnits : 101.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 303.73 numberUnitsInt = numberUnits.IntValue : 303 CheckWave: populating count of FighterIII with base magnitude of 76 numberUnits = kv.Value * this.WaveSize : 128.73 after applying ShipCapMultiplier if any, numberUnits : 64.37 after applying CanUseNeinzulRegenerator if any, numberUnits : 64.37 after applying Mark-based multiplier if any, numberUnits : 45.05 after applying at-least-one rule, numberUnits : 45.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 135.16 numberUnitsInt = numberUnits.IntValue : 135 CheckWave: populating count of DeflectorDroneIII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 127.04 after applying ShipCapMultiplier if any, numberUnits : 127.04 after applying CanUseNeinzulRegenerator if any, numberUnits : 127.04 after applying Mark-based multiplier if any, numberUnits : 88.92 after applying at-least-one rule, numberUnits : 88.92 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 266.76 numberUnitsInt = numberUnits.IntValue : 266 CheckWave: populating count of GrenadeLauncherIII with base magnitude of 87 numberUnits = kv.Value * this.WaveSize : 147.36 after applying ShipCapMultiplier if any, numberUnits : 73.68 after applying CanUseNeinzulRegenerator if any, numberUnits : 73.68 after applying Mark-based multiplier if any, numberUnits : 51.57 after applying at-least-one rule, numberUnits : 51.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 154.72 numberUnitsInt = numberUnits.IntValue : 154 CheckWave: populating count of AutocannonMinipodIII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 105.02 after applying ShipCapMultiplier if any, numberUnits : 105.02 after applying CanUseNeinzulRegenerator if any, numberUnits : 105.02 after applying Mark-based multiplier if any, numberUnits : 73.51 after applying at-least-one rule, numberUnits : 73.51 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 220.52 numberUnitsInt = numberUnits.IntValue : 220 CheckWave: populating count of BomberIII with base magnitude of 83 numberUnits = kv.Value * this.WaveSize : 140.59 after applying ShipCapMultiplier if any, numberUnits : 70.29 after applying CanUseNeinzulRegenerator if any, numberUnits : 70.29 after applying Mark-based multiplier if any, numberUnits : 49.2 after applying at-least-one rule, numberUnits : 49.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 147.61 numberUnitsInt = numberUnits.IntValue : 147 CheckWave: populating count of RaidStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.52 after applying at-least-one rule, numberUnits : 1.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.57 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1550 TypesForDirectAdd count by type: ParasiteIII => 72 Cruiser => 113 ArmorShipIII => 132 SpireTractorPlatformIII => 7 LazerGatlingIII => 303 FighterIII => 135 DeflectorDroneIII => 238 RaidStarshipII => 1 TypesForCarrierAdd count by type: DeflectorDroneIII => 28 GrenadeLauncherIII => 154 AutocannonMinipodIII => 220 BomberIII => 147 1/2/2011 11:51:16 PM (4.059) ----------------------------------- Triggering Normal Wave; wave size factor: 1.21; Game Time: 26:28:11 1/3/2011 12:26:52 AM (4.059) ----------------------------------- Triggering Normal Wave; wave size factor: 1.69; Game Time: 26:42:15 1/3/2011 12:26:53 AM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 26:42:16 WaveSize factor: 1.69 Raw Units Dictionary Entries: DeflectorDroneIII => 72 LazerGatlingIII => 84 Cruiser => 86 ParasiteIII => 82 AutocannonMinipodIII => 80 GrenadeLauncherIII => 58 ArmorShipIII => 80 BomberIII => 92 SpireTractorPlatformIII => 68 FighterIII => 86 BomberStarshipII => 2 BeamStarship => 3 RaidStarshipII => 1 EngineerDroneII => 1 LeechStarshipIII => 1 1/3/2011 12:26:53 AM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 26:42:16 WaveSize factor: 1.69 Raw Units Dictionary Entries: BomberIII => 74 GrenadeLauncherIII => 65 DeflectorDroneIII => 72 ArmorShipIII => 83 AutocannonMinipodIII => 81 SpireTractorPlatformIII => 73 FighterIII => 75 ParasiteIII => 79 Cruiser => 72 LazerGatlingIII => 79 WarbirdStarship => 2 LeechStarshipIII => 1 1/3/2011 12:26:54 AM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 26:42:16 CheckWave: populating count of DeflectorDroneIII with base magnitude of 72 numberUnits = kv.Value * this.WaveSize : 121.96 after applying ShipCapMultiplier if any, numberUnits : 121.96 after applying CanUseNeinzulRegenerator if any, numberUnits : 121.96 after applying Mark-based multiplier if any, numberUnits : 85.36 after applying at-least-one rule, numberUnits : 85.36 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 256.09 numberUnitsInt = numberUnits.IntValue : 256 CheckWave: populating count of LazerGatlingIII with base magnitude of 84 numberUnits = kv.Value * this.WaveSize : 142.28 after applying ShipCapMultiplier if any, numberUnits : 199.18 after applying CanUseNeinzulRegenerator if any, numberUnits : 199.18 after applying Mark-based multiplier if any, numberUnits : 139.42 after applying at-least-one rule, numberUnits : 139.42 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 418.25 numberUnitsInt = numberUnits.IntValue : 418 CheckWave: populating count of Cruiser with base magnitude of 86 numberUnits = kv.Value * this.WaveSize : 145.67 after applying ShipCapMultiplier if any, numberUnits : 72.84 after applying CanUseNeinzulRegenerator if any, numberUnits : 72.84 after applying Mark-based multiplier if any, numberUnits : 50.98 after applying at-least-one rule, numberUnits : 50.98 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 152.94 numberUnitsInt = numberUnits.IntValue : 152 CheckWave: populating count of ParasiteIII with base magnitude of 82 numberUnits = kv.Value * this.WaveSize : 138.9 after applying ShipCapMultiplier if any, numberUnits : 34.72 after applying CanUseNeinzulRegenerator if any, numberUnits : 34.72 after applying Mark-based multiplier if any, numberUnits : 24.3 after applying at-least-one rule, numberUnits : 24.3 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 72.91 numberUnitsInt = numberUnits.IntValue : 72 CheckWave: populating count of AutocannonMinipodIII with base magnitude of 80 numberUnits = kv.Value * this.WaveSize : 135.51 after applying ShipCapMultiplier if any, numberUnits : 135.51 after applying CanUseNeinzulRegenerator if any, numberUnits : 135.51 after applying Mark-based multiplier if any, numberUnits : 94.85 after applying at-least-one rule, numberUnits : 94.85 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 284.55 numberUnitsInt = numberUnits.IntValue : 284 CheckWave: populating count of GrenadeLauncherIII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 98.24 after applying ShipCapMultiplier if any, numberUnits : 49.12 after applying CanUseNeinzulRegenerator if any, numberUnits : 49.12 after applying Mark-based multiplier if any, numberUnits : 34.38 after applying at-least-one rule, numberUnits : 34.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 103.15 numberUnitsInt = numberUnits.IntValue : 103 CheckWave: populating count of ArmorShipIII with base magnitude of 80 numberUnits = kv.Value * this.WaveSize : 135.51 after applying ShipCapMultiplier if any, numberUnits : 60.97 after applying CanUseNeinzulRegenerator if any, numberUnits : 60.97 after applying Mark-based multiplier if any, numberUnits : 42.68 after applying at-least-one rule, numberUnits : 42.68 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 128.03 numberUnitsInt = numberUnits.IntValue : 128 CheckWave: populating count of BomberIII with base magnitude of 92 numberUnits = kv.Value * this.WaveSize : 155.83 after applying ShipCapMultiplier if any, numberUnits : 77.92 after applying CanUseNeinzulRegenerator if any, numberUnits : 77.92 after applying Mark-based multiplier if any, numberUnits : 54.54 after applying at-least-one rule, numberUnits : 54.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 163.61 numberUnitsInt = numberUnits.IntValue : 163 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 115.18 after applying ShipCapMultiplier if any, numberUnits : 3.43 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.43 after applying Mark-based multiplier if any, numberUnits : 2.4 after applying at-least-one rule, numberUnits : 2.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.2 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of FighterIII with base magnitude of 86 numberUnits = kv.Value * this.WaveSize : 145.67 after applying ShipCapMultiplier if any, numberUnits : 72.84 after applying CanUseNeinzulRegenerator if any, numberUnits : 72.84 after applying Mark-based multiplier if any, numberUnits : 50.98 after applying at-least-one rule, numberUnits : 50.98 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 152.94 numberUnitsInt = numberUnits.IntValue : 152 CheckWave: populating count of BomberStarshipII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.39 after applying ShipCapMultiplier if any, numberUnits : 3.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.39 after applying Mark-based multiplier if any, numberUnits : 3.05 after applying at-least-one rule, numberUnits : 3.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9.15 numberUnitsInt = numberUnits.IntValue : 9 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BeamStarship with base magnitude of 3 numberUnits = kv.Value * this.WaveSize : 5.08 after applying ShipCapMultiplier if any, numberUnits : 5.08 after applying CanUseNeinzulRegenerator if any, numberUnits : 5.08 after applying Mark-based multiplier if any, numberUnits : 3.56 after applying at-least-one rule, numberUnits : 3.56 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 10.67 numberUnitsInt = numberUnits.IntValue : 10 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of RaidStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.52 after applying at-least-one rule, numberUnits : 1.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.57 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of EngineerDroneII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 0.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.25 after applying Mark-based multiplier if any, numberUnits : 0.23 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarshipIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.19 after applying at-least-one rule, numberUnits : 1.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.56 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1742 TypesForDirectAdd count by type: DeflectorDroneIII => 256 LazerGatlingIII => 418 Cruiser => 152 ParasiteIII => 72 AutocannonMinipodIII => 102 BomberStarshipII => 1 BeamStarship => 1 RaidStarshipII => 1 LeechStarshipIII => 1 TypesForCarrierAdd count by type: AutocannonMinipodIII => 182 GrenadeLauncherIII => 103 ArmorShipIII => 128 BomberIII => 163 SpireTractorPlatformIII => 7 FighterIII => 152 EngineerDroneII => 3 1/3/2011 12:26:54 AM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 26:42:16 CheckWave: populating count of BomberIII with base magnitude of 74 numberUnits = kv.Value * this.WaveSize : 125.34 after applying ShipCapMultiplier if any, numberUnits : 62.67 after applying CanUseNeinzulRegenerator if any, numberUnits : 62.67 after applying Mark-based multiplier if any, numberUnits : 43.87 after applying at-least-one rule, numberUnits : 43.87 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 131.6 numberUnitsInt = numberUnits.IntValue : 131 CheckWave: populating count of GrenadeLauncherIII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 110.1 after applying ShipCapMultiplier if any, numberUnits : 55.05 after applying CanUseNeinzulRegenerator if any, numberUnits : 55.05 after applying Mark-based multiplier if any, numberUnits : 38.53 after applying at-least-one rule, numberUnits : 38.53 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 115.6 numberUnitsInt = numberUnits.IntValue : 115 CheckWave: populating count of DeflectorDroneIII with base magnitude of 72 numberUnits = kv.Value * this.WaveSize : 121.96 after applying ShipCapMultiplier if any, numberUnits : 121.96 after applying CanUseNeinzulRegenerator if any, numberUnits : 121.96 after applying Mark-based multiplier if any, numberUnits : 85.36 after applying at-least-one rule, numberUnits : 85.36 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 256.09 numberUnitsInt = numberUnits.IntValue : 256 CheckWave: populating count of ArmorShipIII with base magnitude of 83 numberUnits = kv.Value * this.WaveSize : 140.59 after applying ShipCapMultiplier if any, numberUnits : 63.26 after applying CanUseNeinzulRegenerator if any, numberUnits : 63.26 after applying Mark-based multiplier if any, numberUnits : 44.28 after applying at-least-one rule, numberUnits : 44.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 132.83 numberUnitsInt = numberUnits.IntValue : 132 CheckWave: populating count of AutocannonMinipodIII with base magnitude of 81 numberUnits = kv.Value * this.WaveSize : 137.2 after applying ShipCapMultiplier if any, numberUnits : 137.2 after applying CanUseNeinzulRegenerator if any, numberUnits : 137.2 after applying Mark-based multiplier if any, numberUnits : 96.03 after applying at-least-one rule, numberUnits : 96.03 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 288.1 numberUnitsInt = numberUnits.IntValue : 288 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 123.65 after applying ShipCapMultiplier if any, numberUnits : 3.68 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.68 after applying Mark-based multiplier if any, numberUnits : 2.58 after applying at-least-one rule, numberUnits : 2.58 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.73 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of FighterIII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 127.04 after applying ShipCapMultiplier if any, numberUnits : 63.52 after applying CanUseNeinzulRegenerator if any, numberUnits : 63.52 after applying Mark-based multiplier if any, numberUnits : 44.46 after applying at-least-one rule, numberUnits : 44.46 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 133.38 numberUnitsInt = numberUnits.IntValue : 133 CheckWave: populating count of ParasiteIII with base magnitude of 79 numberUnits = kv.Value * this.WaveSize : 133.81 after applying ShipCapMultiplier if any, numberUnits : 33.45 after applying CanUseNeinzulRegenerator if any, numberUnits : 33.45 after applying Mark-based multiplier if any, numberUnits : 23.42 after applying at-least-one rule, numberUnits : 23.42 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 70.25 numberUnitsInt = numberUnits.IntValue : 70 CheckWave: populating count of Cruiser with base magnitude of 72 numberUnits = kv.Value * this.WaveSize : 121.96 after applying ShipCapMultiplier if any, numberUnits : 60.98 after applying CanUseNeinzulRegenerator if any, numberUnits : 60.98 after applying Mark-based multiplier if any, numberUnits : 42.68 after applying at-least-one rule, numberUnits : 42.68 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 128.05 numberUnitsInt = numberUnits.IntValue : 128 CheckWave: populating count of LazerGatlingIII with base magnitude of 79 numberUnits = kv.Value * this.WaveSize : 133.81 after applying ShipCapMultiplier if any, numberUnits : 187.33 after applying CanUseNeinzulRegenerator if any, numberUnits : 187.33 after applying Mark-based multiplier if any, numberUnits : 131.12 after applying at-least-one rule, numberUnits : 131.12 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 393.36 numberUnitsInt = numberUnits.IntValue : 393 CheckWave: populating count of WarbirdStarship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.39 after applying ShipCapMultiplier if any, numberUnits : 3.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.39 after applying Mark-based multiplier if any, numberUnits : 2.37 after applying at-least-one rule, numberUnits : 2.37 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.11 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of LeechStarshipIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.19 after applying at-least-one rule, numberUnits : 1.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.56 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1655 TypesForDirectAdd count by type: BomberIII => 131 GrenadeLauncherIII => 115 DeflectorDroneIII => 256 ArmorShipIII => 132 AutocannonMinipodIII => 288 SpireTractorPlatformIII => 7 FighterIII => 71 WarbirdStarship => 1 LeechStarshipIII => 1 TypesForCarrierAdd count by type: FighterIII => 62 ParasiteIII => 70 Cruiser => 128 LazerGatlingIII => 393 1/3/2011 1:24:24 AM (4.059) ----------------------------------- Triggering Normal Wave; wave size factor: 1.65; Game Time: 26:59:57 1/3/2011 10:32:20 PM (4.059) ----------------------------------- Triggering Normal Wave; wave size factor: 1.69; Game Time: 27:16:19 1/3/2011 10:32:21 PM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 27:16:20 WaveSize factor: 1.69 Raw Units Dictionary Entries: SpireTractorPlatformIII => 63 LazerGatlingIII => 64 Cruiser => 81 BomberIII => 65 AutocannonMinipodIII => 61 FighterIII => 61 ParasiteIII => 64 ArmorShipIII => 64 DeflectorDroneIII => 62 GrenadeLauncherIII => 46 RaidStarshipII => 2 DreadnoughtIII => 1 Decloaker => 1 1/3/2011 10:32:21 PM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 27:16:20 WaveSize factor: 1.69 Raw Units Dictionary Entries: DeflectorDroneIII => 58 GrenadeLauncherIII => 77 ParasiteIII => 73 AutocannonMinipodIII => 57 Cruiser => 80 FighterIII => 78 LazerGatlingIII => 73 ArmorShipIII => 83 SpireTractorPlatformIII => 65 BomberIII => 80 RaidStarshipII => 1 DreadnoughtIII => 1 WarbirdStarship => 1 LeechStarshipIII => 2 1/3/2011 10:32:21 PM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 27:16:20 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 63 numberUnits = kv.Value * this.WaveSize : 106.71 after applying ShipCapMultiplier if any, numberUnits : 3.18 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.18 after applying Mark-based multiplier if any, numberUnits : 2.22 after applying at-least-one rule, numberUnits : 2.22 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.67 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of LazerGatlingIII with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 108.41 after applying ShipCapMultiplier if any, numberUnits : 151.76 after applying CanUseNeinzulRegenerator if any, numberUnits : 151.76 after applying Mark-based multiplier if any, numberUnits : 106.22 after applying at-least-one rule, numberUnits : 106.22 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 318.67 numberUnitsInt = numberUnits.IntValue : 318 CheckWave: populating count of Cruiser with base magnitude of 81 numberUnits = kv.Value * this.WaveSize : 137.2 after applying ShipCapMultiplier if any, numberUnits : 68.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 68.6 after applying Mark-based multiplier if any, numberUnits : 48.02 after applying at-least-one rule, numberUnits : 48.02 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 144.05 numberUnitsInt = numberUnits.IntValue : 144 CheckWave: populating count of BomberIII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 110.1 after applying ShipCapMultiplier if any, numberUnits : 55.05 after applying CanUseNeinzulRegenerator if any, numberUnits : 55.05 after applying Mark-based multiplier if any, numberUnits : 38.53 after applying at-least-one rule, numberUnits : 38.53 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 115.6 numberUnitsInt = numberUnits.IntValue : 115 CheckWave: populating count of AutocannonMinipodIII with base magnitude of 61 numberUnits = kv.Value * this.WaveSize : 103.32 after applying ShipCapMultiplier if any, numberUnits : 103.32 after applying CanUseNeinzulRegenerator if any, numberUnits : 103.32 after applying Mark-based multiplier if any, numberUnits : 72.32 after applying at-least-one rule, numberUnits : 72.32 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 216.97 numberUnitsInt = numberUnits.IntValue : 216 CheckWave: populating count of FighterIII with base magnitude of 61 numberUnits = kv.Value * this.WaveSize : 103.32 after applying ShipCapMultiplier if any, numberUnits : 51.66 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.66 after applying Mark-based multiplier if any, numberUnits : 36.16 after applying at-least-one rule, numberUnits : 36.16 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 108.48 numberUnitsInt = numberUnits.IntValue : 108 CheckWave: populating count of ParasiteIII with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 108.41 after applying ShipCapMultiplier if any, numberUnits : 27.1 after applying CanUseNeinzulRegenerator if any, numberUnits : 27.1 after applying Mark-based multiplier if any, numberUnits : 18.97 after applying at-least-one rule, numberUnits : 18.97 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 56.91 numberUnitsInt = numberUnits.IntValue : 56 CheckWave: populating count of ArmorShipIII with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 108.41 after applying ShipCapMultiplier if any, numberUnits : 48.78 after applying CanUseNeinzulRegenerator if any, numberUnits : 48.78 after applying Mark-based multiplier if any, numberUnits : 34.14 after applying at-least-one rule, numberUnits : 34.14 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 102.42 numberUnitsInt = numberUnits.IntValue : 102 CheckWave: populating count of DeflectorDroneIII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 105.02 after applying ShipCapMultiplier if any, numberUnits : 105.02 after applying CanUseNeinzulRegenerator if any, numberUnits : 105.02 after applying Mark-based multiplier if any, numberUnits : 73.51 after applying at-least-one rule, numberUnits : 73.51 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 220.52 numberUnitsInt = numberUnits.IntValue : 220 CheckWave: populating count of GrenadeLauncherIII with base magnitude of 46 numberUnits = kv.Value * this.WaveSize : 77.92 after applying ShipCapMultiplier if any, numberUnits : 38.96 after applying CanUseNeinzulRegenerator if any, numberUnits : 38.96 after applying Mark-based multiplier if any, numberUnits : 27.27 after applying at-least-one rule, numberUnits : 27.27 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 81.81 numberUnitsInt = numberUnits.IntValue : 81 CheckWave: populating count of RaidStarshipII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.39 after applying ShipCapMultiplier if any, numberUnits : 3.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.39 after applying Mark-based multiplier if any, numberUnits : 3.05 after applying at-least-one rule, numberUnits : 3.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9.15 numberUnitsInt = numberUnits.IntValue : 9 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.19 after applying at-least-one rule, numberUnits : 1.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.56 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of Decloaker with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 2.54 after applying at-least-one rule, numberUnits : 2.54 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.62 numberUnitsInt = numberUnits.IntValue : 7 Wave total ships: 1375 TypesForDirectAdd count by type: SpireTractorPlatformIII => 6 LazerGatlingIII => 318 Cruiser => 144 BomberIII => 115 AutocannonMinipodIII => 216 FighterIII => 108 ParasiteIII => 56 ArmorShipIII => 37 RaidStarshipII => 1 DreadnoughtIII => 1 TypesForCarrierAdd count by type: ArmorShipIII => 65 DeflectorDroneIII => 220 GrenadeLauncherIII => 81 Decloaker => 7 1/3/2011 10:32:21 PM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 27:16:20 CheckWave: populating count of DeflectorDroneIII with base magnitude of 58 numberUnits = kv.Value * this.WaveSize : 98.24 after applying ShipCapMultiplier if any, numberUnits : 98.24 after applying CanUseNeinzulRegenerator if any, numberUnits : 98.24 after applying Mark-based multiplier if any, numberUnits : 68.77 after applying at-least-one rule, numberUnits : 68.77 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 206.3 numberUnitsInt = numberUnits.IntValue : 206 CheckWave: populating count of GrenadeLauncherIII with base magnitude of 77 numberUnits = kv.Value * this.WaveSize : 130.43 after applying ShipCapMultiplier if any, numberUnits : 65.21 after applying CanUseNeinzulRegenerator if any, numberUnits : 65.21 after applying Mark-based multiplier if any, numberUnits : 45.65 after applying at-least-one rule, numberUnits : 45.65 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 136.94 numberUnitsInt = numberUnits.IntValue : 136 CheckWave: populating count of ParasiteIII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 123.65 after applying ShipCapMultiplier if any, numberUnits : 30.91 after applying CanUseNeinzulRegenerator if any, numberUnits : 30.91 after applying Mark-based multiplier if any, numberUnits : 21.64 after applying at-least-one rule, numberUnits : 21.64 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 64.91 numberUnitsInt = numberUnits.IntValue : 64 CheckWave: populating count of AutocannonMinipodIII with base magnitude of 57 numberUnits = kv.Value * this.WaveSize : 96.55 after applying ShipCapMultiplier if any, numberUnits : 96.55 after applying CanUseNeinzulRegenerator if any, numberUnits : 96.55 after applying Mark-based multiplier if any, numberUnits : 67.58 after applying at-least-one rule, numberUnits : 67.58 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 202.74 numberUnitsInt = numberUnits.IntValue : 202 CheckWave: populating count of Cruiser with base magnitude of 80 numberUnits = kv.Value * this.WaveSize : 135.51 after applying ShipCapMultiplier if any, numberUnits : 67.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 67.75 after applying Mark-based multiplier if any, numberUnits : 47.42 after applying at-least-one rule, numberUnits : 47.42 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 142.27 numberUnitsInt = numberUnits.IntValue : 142 CheckWave: populating count of FighterIII with base magnitude of 78 numberUnits = kv.Value * this.WaveSize : 132.12 after applying ShipCapMultiplier if any, numberUnits : 66.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 66.06 after applying Mark-based multiplier if any, numberUnits : 46.24 after applying at-least-one rule, numberUnits : 46.24 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 138.72 numberUnitsInt = numberUnits.IntValue : 138 CheckWave: populating count of LazerGatlingIII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 123.65 after applying ShipCapMultiplier if any, numberUnits : 173.1 after applying CanUseNeinzulRegenerator if any, numberUnits : 173.1 after applying Mark-based multiplier if any, numberUnits : 121.16 after applying at-least-one rule, numberUnits : 121.16 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 363.48 numberUnitsInt = numberUnits.IntValue : 363 CheckWave: populating count of ArmorShipIII with base magnitude of 83 numberUnits = kv.Value * this.WaveSize : 140.59 after applying ShipCapMultiplier if any, numberUnits : 63.26 after applying CanUseNeinzulRegenerator if any, numberUnits : 63.26 after applying Mark-based multiplier if any, numberUnits : 44.28 after applying at-least-one rule, numberUnits : 44.28 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 132.83 numberUnitsInt = numberUnits.IntValue : 132 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 110.1 after applying ShipCapMultiplier if any, numberUnits : 3.28 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.28 after applying Mark-based multiplier if any, numberUnits : 2.3 after applying at-least-one rule, numberUnits : 2.3 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.89 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of BomberIII with base magnitude of 80 numberUnits = kv.Value * this.WaveSize : 135.51 after applying ShipCapMultiplier if any, numberUnits : 67.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 67.75 after applying Mark-based multiplier if any, numberUnits : 47.42 after applying at-least-one rule, numberUnits : 47.42 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 142.27 numberUnitsInt = numberUnits.IntValue : 142 CheckWave: populating count of RaidStarshipII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.52 after applying at-least-one rule, numberUnits : 1.52 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.57 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of DreadnoughtIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.19 after applying at-least-one rule, numberUnits : 1.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.56 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of WarbirdStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.19 after applying at-least-one rule, numberUnits : 1.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.56 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of LeechStarshipIII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.39 after applying ShipCapMultiplier if any, numberUnits : 3.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.39 after applying Mark-based multiplier if any, numberUnits : 2.37 after applying at-least-one rule, numberUnits : 2.37 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.11 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1535 TypesForDirectAdd count by type: DeflectorDroneIII => 206 GrenadeLauncherIII => 136 ParasiteIII => 64 AutocannonMinipodIII => 202 Cruiser => 142 FighterIII => 138 LazerGatlingIII => 112 RaidStarshipII => 1 DreadnoughtIII => 1 WarbirdStarship => 1 LeechStarshipIII => 1 TypesForCarrierAdd count by type: LazerGatlingIII => 251 ArmorShipIII => 132 SpireTractorPlatformIII => 6 BomberIII => 142 1/3/2011 11:31:09 PM (4.059) ----------------------------------- Triggering Normal Wave; wave size factor: 1.69; Game Time: 27:16:19 1/3/2011 11:31:10 PM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 27:16:20 WaveSize factor: 1.69 Raw Units Dictionary Entries: SpireTractorPlatformIII => 62 GrenadeLauncherIII => 61 BomberIII => 65 Cruiser => 68 ArmorShipIII => 67 BeamStarship => 1 DeflectorDroneIII => 73 LazerGatlingIII => 64 AutocannonMinipodIII => 60 FighterIII => 48 ParasiteIII => 62 1/3/2011 11:31:10 PM (4.059) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 27:16:20 WaveSize factor: 1.69 Raw Units Dictionary Entries: ArmorShipIII => 100 DeflectorDroneIII => 75 AutocannonMinipodIII => 79 ParasiteIII => 69 LazerGatlingIII => 87 SpireTractorPlatformIII => 75 GrenadeLauncherIII => 68 Cruiser => 66 FighterIII => 83 DreadnoughtIII => 2 BomberIII => 83 LeechStarshipIII => 1 1/3/2011 11:31:10 PM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 27:16:20 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 105.02 after applying ShipCapMultiplier if any, numberUnits : 3.13 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.13 after applying Mark-based multiplier if any, numberUnits : 2.19 after applying at-least-one rule, numberUnits : 2.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.57 numberUnitsInt = numberUnits.IntValue : 6 CheckWave: populating count of GrenadeLauncherIII with base magnitude of 61 numberUnits = kv.Value * this.WaveSize : 103.32 after applying ShipCapMultiplier if any, numberUnits : 51.66 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.66 after applying Mark-based multiplier if any, numberUnits : 36.16 after applying at-least-one rule, numberUnits : 36.16 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 108.48 numberUnitsInt = numberUnits.IntValue : 108 CheckWave: populating count of BomberIII with base magnitude of 65 numberUnits = kv.Value * this.WaveSize : 110.1 after applying ShipCapMultiplier if any, numberUnits : 55.05 after applying CanUseNeinzulRegenerator if any, numberUnits : 55.05 after applying Mark-based multiplier if any, numberUnits : 38.53 after applying at-least-one rule, numberUnits : 38.53 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 115.6 numberUnitsInt = numberUnits.IntValue : 115 CheckWave: populating count of Cruiser with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 115.18 after applying ShipCapMultiplier if any, numberUnits : 57.59 after applying CanUseNeinzulRegenerator if any, numberUnits : 57.59 after applying Mark-based multiplier if any, numberUnits : 40.31 after applying at-least-one rule, numberUnits : 40.31 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 120.93 numberUnitsInt = numberUnits.IntValue : 120 CheckWave: populating count of ArmorShipIII with base magnitude of 67 numberUnits = kv.Value * this.WaveSize : 113.49 after applying ShipCapMultiplier if any, numberUnits : 51.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 51.06 after applying Mark-based multiplier if any, numberUnits : 35.74 after applying at-least-one rule, numberUnits : 35.74 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 107.23 numberUnitsInt = numberUnits.IntValue : 107 CheckWave: populating count of BeamStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.19 after applying at-least-one rule, numberUnits : 1.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.56 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of DeflectorDroneIII with base magnitude of 73 numberUnits = kv.Value * this.WaveSize : 123.65 after applying ShipCapMultiplier if any, numberUnits : 123.65 after applying CanUseNeinzulRegenerator if any, numberUnits : 123.65 after applying Mark-based multiplier if any, numberUnits : 86.55 after applying at-least-one rule, numberUnits : 86.55 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 259.65 numberUnitsInt = numberUnits.IntValue : 259 CheckWave: populating count of LazerGatlingIII with base magnitude of 64 numberUnits = kv.Value * this.WaveSize : 108.41 after applying ShipCapMultiplier if any, numberUnits : 151.76 after applying CanUseNeinzulRegenerator if any, numberUnits : 151.76 after applying Mark-based multiplier if any, numberUnits : 106.22 after applying at-least-one rule, numberUnits : 106.22 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 318.67 numberUnitsInt = numberUnits.IntValue : 318 CheckWave: populating count of AutocannonMinipodIII with base magnitude of 60 numberUnits = kv.Value * this.WaveSize : 101.63 after applying ShipCapMultiplier if any, numberUnits : 101.63 after applying CanUseNeinzulRegenerator if any, numberUnits : 101.63 after applying Mark-based multiplier if any, numberUnits : 71.14 after applying at-least-one rule, numberUnits : 71.14 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 213.41 numberUnitsInt = numberUnits.IntValue : 213 CheckWave: populating count of FighterIII with base magnitude of 48 numberUnits = kv.Value * this.WaveSize : 81.3 after applying ShipCapMultiplier if any, numberUnits : 40.65 after applying CanUseNeinzulRegenerator if any, numberUnits : 40.65 after applying Mark-based multiplier if any, numberUnits : 28.45 after applying at-least-one rule, numberUnits : 28.45 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 85.36 numberUnitsInt = numberUnits.IntValue : 85 CheckWave: populating count of ParasiteIII with base magnitude of 62 numberUnits = kv.Value * this.WaveSize : 105.02 after applying ShipCapMultiplier if any, numberUnits : 26.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 26.25 after applying Mark-based multiplier if any, numberUnits : 18.38 after applying at-least-one rule, numberUnits : 18.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 55.13 numberUnitsInt = numberUnits.IntValue : 55 Wave total ships: 1387 TypesForDirectAdd count by type: SpireTractorPlatformIII => 6 GrenadeLauncherIII => 108 BomberIII => 115 Cruiser => 120 ArmorShipIII => 107 BeamStarship => 1 DeflectorDroneIII => 259 LazerGatlingIII => 285 TypesForCarrierAdd count by type: LazerGatlingIII => 33 AutocannonMinipodIII => 213 FighterIII => 85 ParasiteIII => 55 1/3/2011 11:31:10 PM (4.059) ----------------------------------- Performing first CheckWave with size factor of 1.69 on wave at Game Time: 27:16:20 CheckWave: populating count of ArmorShipIII with base magnitude of 100 numberUnits = kv.Value * this.WaveSize : 169.38 after applying ShipCapMultiplier if any, numberUnits : 76.21 after applying CanUseNeinzulRegenerator if any, numberUnits : 76.21 after applying Mark-based multiplier if any, numberUnits : 53.35 after applying at-least-one rule, numberUnits : 53.35 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 160.04 numberUnitsInt = numberUnits.IntValue : 160 CheckWave: populating count of DeflectorDroneIII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 127.04 after applying ShipCapMultiplier if any, numberUnits : 127.04 after applying CanUseNeinzulRegenerator if any, numberUnits : 127.04 after applying Mark-based multiplier if any, numberUnits : 88.92 after applying at-least-one rule, numberUnits : 88.92 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 266.76 numberUnitsInt = numberUnits.IntValue : 266 CheckWave: populating count of AutocannonMinipodIII with base magnitude of 79 numberUnits = kv.Value * this.WaveSize : 133.81 after applying ShipCapMultiplier if any, numberUnits : 133.81 after applying CanUseNeinzulRegenerator if any, numberUnits : 133.81 after applying Mark-based multiplier if any, numberUnits : 93.66 after applying at-least-one rule, numberUnits : 93.66 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 280.99 numberUnitsInt = numberUnits.IntValue : 280 CheckWave: populating count of ParasiteIII with base magnitude of 69 numberUnits = kv.Value * this.WaveSize : 116.88 after applying ShipCapMultiplier if any, numberUnits : 29.22 after applying CanUseNeinzulRegenerator if any, numberUnits : 29.22 after applying Mark-based multiplier if any, numberUnits : 20.45 after applying at-least-one rule, numberUnits : 20.45 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 61.35 numberUnitsInt = numberUnits.IntValue : 61 CheckWave: populating count of LazerGatlingIII with base magnitude of 87 numberUnits = kv.Value * this.WaveSize : 147.36 after applying ShipCapMultiplier if any, numberUnits : 206.3 after applying CanUseNeinzulRegenerator if any, numberUnits : 206.3 after applying Mark-based multiplier if any, numberUnits : 144.4 after applying at-least-one rule, numberUnits : 144.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 433.19 numberUnitsInt = numberUnits.IntValue : 433 CheckWave: populating count of SpireTractorPlatformIII with base magnitude of 75 numberUnits = kv.Value * this.WaveSize : 127.04 after applying ShipCapMultiplier if any, numberUnits : 3.78 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.78 after applying Mark-based multiplier if any, numberUnits : 2.65 after applying at-least-one rule, numberUnits : 2.65 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.94 numberUnitsInt = numberUnits.IntValue : 7 CheckWave: populating count of GrenadeLauncherIII with base magnitude of 68 numberUnits = kv.Value * this.WaveSize : 115.18 after applying ShipCapMultiplier if any, numberUnits : 57.59 after applying CanUseNeinzulRegenerator if any, numberUnits : 57.59 after applying Mark-based multiplier if any, numberUnits : 40.31 after applying at-least-one rule, numberUnits : 40.31 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 120.93 numberUnitsInt = numberUnits.IntValue : 120 CheckWave: populating count of Cruiser with base magnitude of 66 numberUnits = kv.Value * this.WaveSize : 111.79 after applying ShipCapMultiplier if any, numberUnits : 55.9 after applying CanUseNeinzulRegenerator if any, numberUnits : 55.9 after applying Mark-based multiplier if any, numberUnits : 39.13 after applying at-least-one rule, numberUnits : 39.13 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 117.38 numberUnitsInt = numberUnits.IntValue : 117 CheckWave: populating count of FighterIII with base magnitude of 83 numberUnits = kv.Value * this.WaveSize : 140.59 after applying ShipCapMultiplier if any, numberUnits : 70.29 after applying CanUseNeinzulRegenerator if any, numberUnits : 70.29 after applying Mark-based multiplier if any, numberUnits : 49.2 after applying at-least-one rule, numberUnits : 49.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 147.61 numberUnitsInt = numberUnits.IntValue : 147 CheckWave: populating count of DreadnoughtIII with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 3.39 after applying ShipCapMultiplier if any, numberUnits : 3.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.39 after applying Mark-based multiplier if any, numberUnits : 2.37 after applying at-least-one rule, numberUnits : 2.37 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 7.11 numberUnitsInt = numberUnits.IntValue : 7 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of BomberIII with base magnitude of 83 numberUnits = kv.Value * this.WaveSize : 140.59 after applying ShipCapMultiplier if any, numberUnits : 70.29 after applying CanUseNeinzulRegenerator if any, numberUnits : 70.29 after applying Mark-based multiplier if any, numberUnits : 49.2 after applying at-least-one rule, numberUnits : 49.2 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 147.61 numberUnitsInt = numberUnits.IntValue : 147 CheckWave: populating count of LeechStarshipIII with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.69 after applying ShipCapMultiplier if any, numberUnits : 1.69 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.69 after applying Mark-based multiplier if any, numberUnits : 1.19 after applying at-least-one rule, numberUnits : 1.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.56 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 1740 TypesForDirectAdd count by type: ArmorShipIII => 160 DeflectorDroneIII => 266 AutocannonMinipodIII => 280 ParasiteIII => 61 LazerGatlingIII => 233 DreadnoughtIII => 1 LeechStarshipIII => 1 TypesForCarrierAdd count by type: LazerGatlingIII => 200 SpireTractorPlatformIII => 7 GrenadeLauncherIII => 120 Cruiser => 117 FighterIII => 147 BomberIII => 147 1/3/2011 11:41:03 PM (4.059) ----------------------------------- Triggering Normal Wave; wave size factor: 1.21; Game Time: 27:23:07 1/4/2011 11:44:45 PM (4.060) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:10:41 1/4/2011 11:44:46 PM (4.060) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:10:42 WaveSize factor: 1 Raw Units Dictionary Entries: MissileShip => 8 Fighter => 7 EtherJet => 10 YounglingWeasel => 6 Bomber => 6 Dreadnought => 1 1/4/2011 11:44:46 PM (4.060) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:10:42 WaveSize factor: 1 Raw Units Dictionary Entries: Bomber => 7 Fighter => 10 YounglingWeasel => 10 EtherJet => 2 MissileShip => 8 LeechStarship => 1 1/4/2011 11:44:46 PM (4.060) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:10:42 CheckWave: populating count of MissileShip with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 8 after applying ShipCapMultiplier if any, numberUnits : 4 after applying CanUseNeinzulRegenerator if any, numberUnits : 4 after applying Mark-based multiplier if any, numberUnits : 6 after applying at-least-one rule, numberUnits : 6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 18 numberUnitsInt = numberUnits.IntValue : 18 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 7 after applying ShipCapMultiplier if any, numberUnits : 3.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.5 after applying Mark-based multiplier if any, numberUnits : 5.25 after applying at-least-one rule, numberUnits : 5.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 15.75 numberUnitsInt = numberUnits.IntValue : 15 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of EtherJet with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 10 after applying ShipCapMultiplier if any, numberUnits : 7.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 7.5 after applying Mark-based multiplier if any, numberUnits : 11.25 after applying at-least-one rule, numberUnits : 11.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 33.75 numberUnitsInt = numberUnits.IntValue : 33 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of YounglingWeasel with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 6 after applying ShipCapMultiplier if any, numberUnits : 3 after applying CanUseNeinzulRegenerator if any, numberUnits : 6 after applying Mark-based multiplier if any, numberUnits : 9 after applying at-least-one rule, numberUnits : 9 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 27 numberUnitsInt = numberUnits.IntValue : 27 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 6 after applying ShipCapMultiplier if any, numberUnits : 3 after applying CanUseNeinzulRegenerator if any, numberUnits : 3 after applying Mark-based multiplier if any, numberUnits : 4.5 after applying at-least-one rule, numberUnits : 4.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 13.5 numberUnitsInt = numberUnits.IntValue : 13 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 107 TypesForDirectAdd count by type: MissileShip => 18 Fighter => 15 EtherJet => 33 YounglingWeasel => 27 Bomber => 13 Dreadnought => 1 TypesForCarrierAdd count by type: 1/4/2011 11:44:46 PM (4.060) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:10:42 CheckWave: populating count of Bomber with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 7 after applying ShipCapMultiplier if any, numberUnits : 3.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.5 after applying Mark-based multiplier if any, numberUnits : 5.25 after applying at-least-one rule, numberUnits : 5.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 15.75 numberUnitsInt = numberUnits.IntValue : 15 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 10 after applying ShipCapMultiplier if any, numberUnits : 5 after applying CanUseNeinzulRegenerator if any, numberUnits : 5 after applying Mark-based multiplier if any, numberUnits : 7.5 after applying at-least-one rule, numberUnits : 7.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 22.5 numberUnitsInt = numberUnits.IntValue : 22 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of YounglingWeasel with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 10 after applying ShipCapMultiplier if any, numberUnits : 5 after applying CanUseNeinzulRegenerator if any, numberUnits : 10 after applying Mark-based multiplier if any, numberUnits : 15 after applying at-least-one rule, numberUnits : 15 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 45 numberUnitsInt = numberUnits.IntValue : 45 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of EtherJet with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 1.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.5 after applying Mark-based multiplier if any, numberUnits : 2.25 after applying at-least-one rule, numberUnits : 2.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.75 numberUnitsInt = numberUnits.IntValue : 6 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 8 after applying ShipCapMultiplier if any, numberUnits : 4 after applying CanUseNeinzulRegenerator if any, numberUnits : 4 after applying Mark-based multiplier if any, numberUnits : 6 after applying at-least-one rule, numberUnits : 6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 18 numberUnitsInt = numberUnits.IntValue : 18 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 107 TypesForDirectAdd count by type: Bomber => 15 Fighter => 22 YounglingWeasel => 45 EtherJet => 6 MissileShip => 18 LeechStarship => 1 TypesForCarrierAdd count by type: 1/4/2011 11:45:15 PM (4.060) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:11 1/4/2011 11:45:16 PM (4.060) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:11 WaveSize factor: 1 Raw Units Dictionary Entries: Fighter => 6 Raider => 13 VampireClaw => 5 Bomber => 7 SpireStealthBattleship => 2 ZenithViralShredder => 6 VorticularCutlass => 6 MissileShip => 3 TeleportRaider => 6 RaidStarship => 1 LeechStarship => 1 1/4/2011 11:45:16 PM (4.060) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:11 WaveSize factor: 1 Raw Units Dictionary Entries: Raider => 10 SpireStealthBattleship => 9 Bomber => 4 VorticularCutlass => 6 TeleportRaider => 6 MissileShip => 2 Fighter => 5 ZenithViralShredder => 4 VampireClaw => 8 RaidStarship => 1 LightStarship => 1 1/4/2011 11:45:16 PM (4.060) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:11 CheckWave: populating count of Fighter with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 6 after applying ShipCapMultiplier if any, numberUnits : 3 after applying CanUseNeinzulRegenerator if any, numberUnits : 3 after applying Mark-based multiplier if any, numberUnits : 4.5 after applying at-least-one rule, numberUnits : 4.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 13.5 numberUnitsInt = numberUnits.IntValue : 13 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Raider with base magnitude of 13 numberUnits = kv.Value * this.WaveSize : 13 after applying ShipCapMultiplier if any, numberUnits : 16.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 16.25 after applying Mark-based multiplier if any, numberUnits : 24.38 after applying at-least-one rule, numberUnits : 24.38 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 73.13 numberUnitsInt = numberUnits.IntValue : 73 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of VampireClaw with base magnitude of 5 numberUnits = kv.Value * this.WaveSize : 5 after applying ShipCapMultiplier if any, numberUnits : 1.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.5 after applying Mark-based multiplier if any, numberUnits : 2.25 after applying at-least-one rule, numberUnits : 2.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.75 numberUnitsInt = numberUnits.IntValue : 6 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 7 after applying ShipCapMultiplier if any, numberUnits : 3.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.5 after applying Mark-based multiplier if any, numberUnits : 5.25 after applying at-least-one rule, numberUnits : 5.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 15.75 numberUnitsInt = numberUnits.IntValue : 15 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SpireStealthBattleship with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 0.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.06 after applying Mark-based multiplier if any, numberUnits : 0.09 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ZenithViralShredder with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 6 after applying ShipCapMultiplier if any, numberUnits : 3 after applying CanUseNeinzulRegenerator if any, numberUnits : 3 after applying Mark-based multiplier if any, numberUnits : 4.5 after applying at-least-one rule, numberUnits : 4.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 13.5 numberUnitsInt = numberUnits.IntValue : 13 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of VorticularCutlass with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 6 after applying ShipCapMultiplier if any, numberUnits : 6 after applying CanUseNeinzulRegenerator if any, numberUnits : 6 after applying Mark-based multiplier if any, numberUnits : 9 after applying at-least-one rule, numberUnits : 9 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 27 numberUnitsInt = numberUnits.IntValue : 27 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 3 numberUnits = kv.Value * this.WaveSize : 3 after applying ShipCapMultiplier if any, numberUnits : 1.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.5 after applying Mark-based multiplier if any, numberUnits : 2.25 after applying at-least-one rule, numberUnits : 2.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.75 numberUnitsInt = numberUnits.IntValue : 6 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of TeleportRaider with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 6 after applying ShipCapMultiplier if any, numberUnits : 7.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 7.5 after applying Mark-based multiplier if any, numberUnits : 11.25 after applying at-least-one rule, numberUnits : 11.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 33.75 numberUnitsInt = numberUnits.IntValue : 33 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 191 TypesForDirectAdd count by type: Fighter => 13 Raider => 73 VampireClaw => 6 Bomber => 15 SpireStealthBattleship => 3 ZenithViralShredder => 13 VorticularCutlass => 27 MissileShip => 6 TeleportRaider => 33 RaidStarship => 1 LeechStarship => 1 TypesForCarrierAdd count by type: 1/4/2011 11:45:16 PM (4.060) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:11 CheckWave: populating count of Raider with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 10 after applying ShipCapMultiplier if any, numberUnits : 12.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 12.5 after applying Mark-based multiplier if any, numberUnits : 18.75 after applying at-least-one rule, numberUnits : 18.75 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 56.25 numberUnitsInt = numberUnits.IntValue : 56 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SpireStealthBattleship with base magnitude of 9 numberUnits = kv.Value * this.WaveSize : 9 after applying ShipCapMultiplier if any, numberUnits : 0.27 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.27 after applying Mark-based multiplier if any, numberUnits : 0.4 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Bomber with base magnitude of 4 numberUnits = kv.Value * this.WaveSize : 4 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 3 after applying at-least-one rule, numberUnits : 3 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9 numberUnitsInt = numberUnits.IntValue : 9 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of VorticularCutlass with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 6 after applying ShipCapMultiplier if any, numberUnits : 6 after applying CanUseNeinzulRegenerator if any, numberUnits : 6 after applying Mark-based multiplier if any, numberUnits : 9 after applying at-least-one rule, numberUnits : 9 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 27 numberUnitsInt = numberUnits.IntValue : 27 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of TeleportRaider with base magnitude of 6 numberUnits = kv.Value * this.WaveSize : 6 after applying ShipCapMultiplier if any, numberUnits : 7.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 7.5 after applying Mark-based multiplier if any, numberUnits : 11.25 after applying at-least-one rule, numberUnits : 11.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 33.75 numberUnitsInt = numberUnits.IntValue : 33 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 5 numberUnits = kv.Value * this.WaveSize : 5 after applying ShipCapMultiplier if any, numberUnits : 2.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.5 after applying Mark-based multiplier if any, numberUnits : 3.75 after applying at-least-one rule, numberUnits : 3.75 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 11.25 numberUnitsInt = numberUnits.IntValue : 11 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of ZenithViralShredder with base magnitude of 4 numberUnits = kv.Value * this.WaveSize : 4 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 3 after applying at-least-one rule, numberUnits : 3 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9 numberUnitsInt = numberUnits.IntValue : 9 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of VampireClaw with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 8 after applying ShipCapMultiplier if any, numberUnits : 2.4 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.4 after applying Mark-based multiplier if any, numberUnits : 3.6 after applying at-least-one rule, numberUnits : 3.6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 10.79 numberUnitsInt = numberUnits.IntValue : 10 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 164 TypesForDirectAdd count by type: Raider => 56 SpireStealthBattleship => 3 Bomber => 9 VorticularCutlass => 27 TeleportRaider => 33 MissileShip => 4 Fighter => 11 ZenithViralShredder => 9 VampireClaw => 10 RaidStarship => 1 LightStarship => 1 TypesForCarrierAdd count by type: 1/6/2011 10:44:17 PM (4.062) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:10:41 WaveSize factor: 1 Raw Units Dictionary Entries: AutocannonMinipod => 8 EtherJet => 10 Raptor => 11 SpacePlane => 8 Dreadnought => 1 1/6/2011 10:44:17 PM (4.062) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:10:41 WaveSize factor: 1 Raw Units Dictionary Entries: Bomber => 34 MissileShip => 1 AutocannonMinipod => 2 Dreadnought => 1 1/6/2011 10:44:17 PM (4.062) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:10:41 CheckWave: populating count of AutocannonMinipod with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 8 after applying ShipCapMultiplier if any, numberUnits : 8 after applying CanUseNeinzulRegenerator if any, numberUnits : 8 after applying Mark-based multiplier if any, numberUnits : 12 after applying at-least-one rule, numberUnits : 12 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 36 numberUnitsInt = numberUnits.IntValue : 36 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of EtherJet with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 10 after applying ShipCapMultiplier if any, numberUnits : 7.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 7.5 after applying Mark-based multiplier if any, numberUnits : 11.25 after applying at-least-one rule, numberUnits : 11.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 33.75 numberUnitsInt = numberUnits.IntValue : 33 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Raptor with base magnitude of 11 numberUnits = kv.Value * this.WaveSize : 11 after applying ShipCapMultiplier if any, numberUnits : 5.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 5.5 after applying Mark-based multiplier if any, numberUnits : 8.25 after applying at-least-one rule, numberUnits : 8.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 24.75 numberUnitsInt = numberUnits.IntValue : 24 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SpacePlane with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 8 after applying ShipCapMultiplier if any, numberUnits : 7 after applying CanUseNeinzulRegenerator if any, numberUnits : 7 after applying Mark-based multiplier if any, numberUnits : 10.5 after applying at-least-one rule, numberUnits : 10.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 31.5 numberUnitsInt = numberUnits.IntValue : 31 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 125 TypesForDirectAdd count by type: AutocannonMinipod => 36 EtherJet => 33 Raptor => 24 SpacePlane => 31 Dreadnought => 1 TypesForCarrierAdd count by type: 1/6/2011 10:44:17 PM (4.062) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:10:41 CheckWave: populating count of Bomber with base magnitude of 34 numberUnits = kv.Value * this.WaveSize : 34 after applying ShipCapMultiplier if any, numberUnits : 17 after applying CanUseNeinzulRegenerator if any, numberUnits : 17 after applying Mark-based multiplier if any, numberUnits : 25.5 after applying at-least-one rule, numberUnits : 25.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 76.5 numberUnitsInt = numberUnits.IntValue : 76 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 0.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.5 after applying Mark-based multiplier if any, numberUnits : 0.75 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of AutocannonMinipod with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 3 after applying at-least-one rule, numberUnits : 3 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9 numberUnitsInt = numberUnits.IntValue : 9 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 89 TypesForDirectAdd count by type: Bomber => 76 MissileShip => 3 AutocannonMinipod => 9 Dreadnought => 1 TypesForCarrierAdd count by type: 1/6/2011 11:07:48 PM (4.062) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:30:32 WaveSize factor: 1.03 Raw Units Dictionary Entries: SpacePlane => 11 EtherJet => 22 Raptor => 22 AutocannonMinipod => 24 LightStarship => 1 1/6/2011 11:07:48 PM (4.062) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:30:32 WaveSize factor: 1.03 Raw Units Dictionary Entries: SpacePlane => 18 AutocannonMinipod => 22 Raptor => 17 EtherJet => 25 Dreadnought => 1 1/6/2011 11:07:48 PM (4.062) ----------------------------------- Performing first CheckWave with size factor of 1.03 on wave at Game Time: 0:30:32 CheckWave: populating count of SpacePlane with base magnitude of 11 numberUnits = kv.Value * this.WaveSize : 11.36 after applying ShipCapMultiplier if any, numberUnits : 9.94 after applying CanUseNeinzulRegenerator if any, numberUnits : 9.94 after applying Mark-based multiplier if any, numberUnits : 14.91 after applying at-least-one rule, numberUnits : 14.91 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 44.74 numberUnitsInt = numberUnits.IntValue : 44 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of EtherJet with base magnitude of 22 numberUnits = kv.Value * this.WaveSize : 22.73 after applying ShipCapMultiplier if any, numberUnits : 17.04 after applying CanUseNeinzulRegenerator if any, numberUnits : 17.04 after applying Mark-based multiplier if any, numberUnits : 25.57 after applying at-least-one rule, numberUnits : 25.57 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 76.7 numberUnitsInt = numberUnits.IntValue : 76 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Raptor with base magnitude of 22 numberUnits = kv.Value * this.WaveSize : 22.73 after applying ShipCapMultiplier if any, numberUnits : 11.36 after applying CanUseNeinzulRegenerator if any, numberUnits : 11.36 after applying Mark-based multiplier if any, numberUnits : 17.04 after applying at-least-one rule, numberUnits : 17.04 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 51.13 numberUnitsInt = numberUnits.IntValue : 51 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of AutocannonMinipod with base magnitude of 24 numberUnits = kv.Value * this.WaveSize : 24.79 after applying ShipCapMultiplier if any, numberUnits : 24.79 after applying CanUseNeinzulRegenerator if any, numberUnits : 24.79 after applying Mark-based multiplier if any, numberUnits : 37.19 after applying at-least-one rule, numberUnits : 37.19 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 111.56 numberUnitsInt = numberUnits.IntValue : 111 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.03 after applying ShipCapMultiplier if any, numberUnits : 1.03 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.03 after applying Mark-based multiplier if any, numberUnits : 1.55 after applying at-least-one rule, numberUnits : 1.55 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.65 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 283 TypesForDirectAdd count by type: SpacePlane => 44 EtherJet => 76 Raptor => 51 AutocannonMinipod => 111 LightStarship => 1 TypesForCarrierAdd count by type: 1/6/2011 11:07:48 PM (4.062) ----------------------------------- Performing first CheckWave with size factor of 1.03 on wave at Game Time: 0:30:32 CheckWave: populating count of SpacePlane with base magnitude of 18 numberUnits = kv.Value * this.WaveSize : 18.59 after applying ShipCapMultiplier if any, numberUnits : 16.27 after applying CanUseNeinzulRegenerator if any, numberUnits : 16.27 after applying Mark-based multiplier if any, numberUnits : 24.4 after applying at-least-one rule, numberUnits : 24.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 73.21 numberUnitsInt = numberUnits.IntValue : 73 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of AutocannonMinipod with base magnitude of 22 numberUnits = kv.Value * this.WaveSize : 22.73 after applying ShipCapMultiplier if any, numberUnits : 22.73 after applying CanUseNeinzulRegenerator if any, numberUnits : 22.73 after applying Mark-based multiplier if any, numberUnits : 34.09 after applying at-least-one rule, numberUnits : 34.09 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 102.26 numberUnitsInt = numberUnits.IntValue : 102 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Raptor with base magnitude of 17 numberUnits = kv.Value * this.WaveSize : 17.56 after applying ShipCapMultiplier if any, numberUnits : 8.78 after applying CanUseNeinzulRegenerator if any, numberUnits : 8.78 after applying Mark-based multiplier if any, numberUnits : 13.17 after applying at-least-one rule, numberUnits : 13.17 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 39.51 numberUnitsInt = numberUnits.IntValue : 39 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of EtherJet with base magnitude of 25 numberUnits = kv.Value * this.WaveSize : 25.82 after applying ShipCapMultiplier if any, numberUnits : 19.37 after applying CanUseNeinzulRegenerator if any, numberUnits : 19.37 after applying Mark-based multiplier if any, numberUnits : 29.05 after applying at-least-one rule, numberUnits : 29.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 87.16 numberUnitsInt = numberUnits.IntValue : 87 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Dreadnought with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.03 after applying ShipCapMultiplier if any, numberUnits : 1.03 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.03 after applying Mark-based multiplier if any, numberUnits : 1.55 after applying at-least-one rule, numberUnits : 1.55 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.65 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 302 TypesForDirectAdd count by type: SpacePlane => 73 AutocannonMinipod => 102 Raptor => 39 EtherJet => 87 Dreadnought => 1 TypesForCarrierAdd count by type: 1/6/2011 11:39:08 PM (4.062) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:56:43 WaveSize factor: 1.36 Raw Units Dictionary Entries: AutocannonMinipod => 32 EtherJet => 31 SpacePlane => 28 Raptor => 28 LeechStarship => 1 1/6/2011 11:39:08 PM (4.062) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:56:43 WaveSize factor: 1.36 Raw Units Dictionary Entries: EtherJet => 29 AutocannonMinipod => 36 Raptor => 28 SpacePlane => 26 LeechStarship => 1 1/6/2011 11:39:08 PM (4.062) ----------------------------------- Performing first CheckWave with size factor of 1.36 on wave at Game Time: 0:56:43 CheckWave: populating count of AutocannonMinipod with base magnitude of 32 numberUnits = kv.Value * this.WaveSize : 43.61 after applying ShipCapMultiplier if any, numberUnits : 43.61 after applying CanUseNeinzulRegenerator if any, numberUnits : 43.61 after applying Mark-based multiplier if any, numberUnits : 65.41 after applying at-least-one rule, numberUnits : 65.41 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 196.24 numberUnitsInt = numberUnits.IntValue : 196 CheckWave: populating count of EtherJet with base magnitude of 31 numberUnits = kv.Value * this.WaveSize : 42.25 after applying ShipCapMultiplier if any, numberUnits : 31.68 after applying CanUseNeinzulRegenerator if any, numberUnits : 31.68 after applying Mark-based multiplier if any, numberUnits : 47.53 after applying at-least-one rule, numberUnits : 47.53 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 142.58 numberUnitsInt = numberUnits.IntValue : 142 CheckWave: populating count of SpacePlane with base magnitude of 28 numberUnits = kv.Value * this.WaveSize : 38.16 after applying ShipCapMultiplier if any, numberUnits : 33.39 after applying CanUseNeinzulRegenerator if any, numberUnits : 33.39 after applying Mark-based multiplier if any, numberUnits : 50.08 after applying at-least-one rule, numberUnits : 50.08 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 150.25 numberUnitsInt = numberUnits.IntValue : 150 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Raptor with base magnitude of 28 numberUnits = kv.Value * this.WaveSize : 38.16 after applying ShipCapMultiplier if any, numberUnits : 19.08 after applying CanUseNeinzulRegenerator if any, numberUnits : 19.08 after applying Mark-based multiplier if any, numberUnits : 28.62 after applying at-least-one rule, numberUnits : 28.62 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 85.86 numberUnitsInt = numberUnits.IntValue : 85 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.36 after applying ShipCapMultiplier if any, numberUnits : 1.36 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.36 after applying Mark-based multiplier if any, numberUnits : 2.04 after applying at-least-one rule, numberUnits : 2.04 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.13 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 574 TypesForDirectAdd count by type: AutocannonMinipod => 196 EtherJet => 142 SpacePlane => 150 Raptor => 85 LeechStarship => 1 TypesForCarrierAdd count by type: 1/6/2011 11:39:08 PM (4.062) ----------------------------------- Performing first CheckWave with size factor of 1.36 on wave at Game Time: 0:56:43 CheckWave: populating count of EtherJet with base magnitude of 29 numberUnits = kv.Value * this.WaveSize : 39.52 after applying ShipCapMultiplier if any, numberUnits : 29.64 after applying CanUseNeinzulRegenerator if any, numberUnits : 29.64 after applying Mark-based multiplier if any, numberUnits : 44.46 after applying at-least-one rule, numberUnits : 44.46 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 133.38 numberUnitsInt = numberUnits.IntValue : 133 CheckWave: populating count of AutocannonMinipod with base magnitude of 36 numberUnits = kv.Value * this.WaveSize : 49.06 after applying ShipCapMultiplier if any, numberUnits : 49.06 after applying CanUseNeinzulRegenerator if any, numberUnits : 49.06 after applying Mark-based multiplier if any, numberUnits : 73.59 after applying at-least-one rule, numberUnits : 73.59 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 220.77 numberUnitsInt = numberUnits.IntValue : 220 CheckWave: populating count of Raptor with base magnitude of 28 numberUnits = kv.Value * this.WaveSize : 38.16 after applying ShipCapMultiplier if any, numberUnits : 19.08 after applying CanUseNeinzulRegenerator if any, numberUnits : 19.08 after applying Mark-based multiplier if any, numberUnits : 28.62 after applying at-least-one rule, numberUnits : 28.62 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 85.86 numberUnitsInt = numberUnits.IntValue : 85 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SpacePlane with base magnitude of 26 numberUnits = kv.Value * this.WaveSize : 35.43 after applying ShipCapMultiplier if any, numberUnits : 31 after applying CanUseNeinzulRegenerator if any, numberUnits : 31 after applying Mark-based multiplier if any, numberUnits : 46.51 after applying at-least-one rule, numberUnits : 46.51 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 139.52 numberUnitsInt = numberUnits.IntValue : 139 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1.36 after applying ShipCapMultiplier if any, numberUnits : 1.36 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.36 after applying Mark-based multiplier if any, numberUnits : 2.04 after applying at-least-one rule, numberUnits : 2.04 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.13 numberUnitsInt = numberUnits.IntValue : 6 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 578 TypesForDirectAdd count by type: EtherJet => 133 AutocannonMinipod => 220 Raptor => 85 SpacePlane => 139 LeechStarship => 1 TypesForCarrierAdd count by type: 1/7/2011 12:02:43 AM (4.062) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 1:15:44 WaveSize factor: 0.99 Raw Units Dictionary Entries: Raptor => 47 AutocannonMinipod => 54 SpacePlane => 38 EtherJet => 48 LightStarship => 1 1/7/2011 12:02:43 AM (4.062) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 1:15:44 WaveSize factor: 0.99 Raw Units Dictionary Entries: AutocannonMinipod => 41 EtherJet => 47 SpacePlane => 49 Raptor => 50 LightStarship => 1 1/7/2011 12:02:43 AM (4.062) ----------------------------------- Performing first CheckWave with size factor of 0.99 on wave at Game Time: 1:15:44 CheckWave: populating count of Raptor with base magnitude of 47 numberUnits = kv.Value * this.WaveSize : 46.51 after applying ShipCapMultiplier if any, numberUnits : 23.25 after applying CanUseNeinzulRegenerator if any, numberUnits : 23.25 after applying Mark-based multiplier if any, numberUnits : 34.88 after applying at-least-one rule, numberUnits : 34.88 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 104.64 numberUnitsInt = numberUnits.IntValue : 104 CheckWave: populating count of AutocannonMinipod with base magnitude of 54 numberUnits = kv.Value * this.WaveSize : 53.43 after applying ShipCapMultiplier if any, numberUnits : 53.43 after applying CanUseNeinzulRegenerator if any, numberUnits : 53.43 after applying Mark-based multiplier if any, numberUnits : 80.15 after applying at-least-one rule, numberUnits : 80.15 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 240.45 numberUnitsInt = numberUnits.IntValue : 240 CheckWave: populating count of SpacePlane with base magnitude of 38 numberUnits = kv.Value * this.WaveSize : 37.6 after applying ShipCapMultiplier if any, numberUnits : 32.9 after applying CanUseNeinzulRegenerator if any, numberUnits : 32.9 after applying Mark-based multiplier if any, numberUnits : 49.35 after applying at-least-one rule, numberUnits : 49.35 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 148.05 numberUnitsInt = numberUnits.IntValue : 148 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of EtherJet with base magnitude of 48 numberUnits = kv.Value * this.WaveSize : 47.5 after applying ShipCapMultiplier if any, numberUnits : 35.62 after applying CanUseNeinzulRegenerator if any, numberUnits : 35.62 after applying Mark-based multiplier if any, numberUnits : 53.43 after applying at-least-one rule, numberUnits : 53.43 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 160.3 numberUnitsInt = numberUnits.IntValue : 160 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.99 after applying ShipCapMultiplier if any, numberUnits : 0.99 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.99 after applying Mark-based multiplier if any, numberUnits : 1.48 after applying at-least-one rule, numberUnits : 1.48 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.45 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 653 TypesForDirectAdd count by type: Raptor => 104 AutocannonMinipod => 240 SpacePlane => 148 EtherJet => 160 LightStarship => 1 TypesForCarrierAdd count by type: 1/7/2011 12:02:43 AM (4.062) ----------------------------------- Performing first CheckWave with size factor of 0.99 on wave at Game Time: 1:15:44 CheckWave: populating count of AutocannonMinipod with base magnitude of 41 numberUnits = kv.Value * this.WaveSize : 40.57 after applying ShipCapMultiplier if any, numberUnits : 40.57 after applying CanUseNeinzulRegenerator if any, numberUnits : 40.57 after applying Mark-based multiplier if any, numberUnits : 60.85 after applying at-least-one rule, numberUnits : 60.85 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 182.56 numberUnitsInt = numberUnits.IntValue : 182 CheckWave: populating count of EtherJet with base magnitude of 47 numberUnits = kv.Value * this.WaveSize : 46.51 after applying ShipCapMultiplier if any, numberUnits : 34.88 after applying CanUseNeinzulRegenerator if any, numberUnits : 34.88 after applying Mark-based multiplier if any, numberUnits : 52.32 after applying at-least-one rule, numberUnits : 52.32 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 156.96 numberUnitsInt = numberUnits.IntValue : 156 CheckWave: populating count of SpacePlane with base magnitude of 49 numberUnits = kv.Value * this.WaveSize : 48.49 after applying ShipCapMultiplier if any, numberUnits : 42.42 after applying CanUseNeinzulRegenerator if any, numberUnits : 42.42 after applying Mark-based multiplier if any, numberUnits : 63.64 after applying at-least-one rule, numberUnits : 63.64 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 190.91 numberUnitsInt = numberUnits.IntValue : 190 CheckWave: populating count of Raptor with base magnitude of 50 numberUnits = kv.Value * this.WaveSize : 49.48 after applying ShipCapMultiplier if any, numberUnits : 24.74 after applying CanUseNeinzulRegenerator if any, numberUnits : 24.74 after applying Mark-based multiplier if any, numberUnits : 37.11 after applying at-least-one rule, numberUnits : 37.11 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 111.32 numberUnitsInt = numberUnits.IntValue : 111 CheckWave: populating count of LightStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.99 after applying ShipCapMultiplier if any, numberUnits : 0.99 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.99 after applying Mark-based multiplier if any, numberUnits : 1.48 after applying at-least-one rule, numberUnits : 1.48 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.45 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 640 TypesForDirectAdd count by type: AutocannonMinipod => 182 EtherJet => 156 SpacePlane => 190 Raptor => 111 LightStarship => 1 TypesForCarrierAdd count by type: 1/13/2011 10:56:19 PM (4.066) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:10:42 WaveSize factor: 1 Raw Units Dictionary Entries: Bomber => 10 MissileShip => 5 SentinelFrigate => 7 Fighter => 8 TeleportRaider => 7 LeechStarship => 1 1/13/2011 10:56:19 PM (4.066) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:10:42 WaveSize factor: 1 Raw Units Dictionary Entries: Bomber => 7 TeleportRaider => 12 SentinelFrigate => 10 Fighter => 4 LeechStarship => 1 MissileShip => 4 1/13/2011 10:56:19 PM (4.066) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:10:42 CheckWave: populating count of Bomber with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 10 after applying ShipCapMultiplier if any, numberUnits : 5 after applying CanUseNeinzulRegenerator if any, numberUnits : 5 after applying Mark-based multiplier if any, numberUnits : 7.5 after applying at-least-one rule, numberUnits : 7.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 22.5 numberUnitsInt = numberUnits.IntValue : 22 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 5 numberUnits = kv.Value * this.WaveSize : 5 after applying ShipCapMultiplier if any, numberUnits : 2.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 2.5 after applying Mark-based multiplier if any, numberUnits : 3.75 after applying at-least-one rule, numberUnits : 3.75 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 11.25 numberUnitsInt = numberUnits.IntValue : 11 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SentinelFrigate with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 7 after applying ShipCapMultiplier if any, numberUnits : 0.7 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.7 after applying Mark-based multiplier if any, numberUnits : 1.05 after applying at-least-one rule, numberUnits : 1.05 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.15 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 8 after applying ShipCapMultiplier if any, numberUnits : 4 after applying CanUseNeinzulRegenerator if any, numberUnits : 4 after applying Mark-based multiplier if any, numberUnits : 6 after applying at-least-one rule, numberUnits : 6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 18 numberUnitsInt = numberUnits.IntValue : 18 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of TeleportRaider with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 7 after applying ShipCapMultiplier if any, numberUnits : 8.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 8.75 after applying Mark-based multiplier if any, numberUnits : 13.13 after applying at-least-one rule, numberUnits : 13.13 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 39.38 numberUnitsInt = numberUnits.IntValue : 39 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 94 TypesForDirectAdd count by type: Bomber => 22 MissileShip => 11 SentinelFrigate => 3 Fighter => 18 TeleportRaider => 39 LeechStarship => 1 TypesForCarrierAdd count by type: 1/13/2011 10:56:19 PM (4.066) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:10:42 CheckWave: populating count of Bomber with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 7 after applying ShipCapMultiplier if any, numberUnits : 3.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.5 after applying Mark-based multiplier if any, numberUnits : 5.25 after applying at-least-one rule, numberUnits : 5.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 15.75 numberUnitsInt = numberUnits.IntValue : 15 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of TeleportRaider with base magnitude of 12 numberUnits = kv.Value * this.WaveSize : 12 after applying ShipCapMultiplier if any, numberUnits : 15 after applying CanUseNeinzulRegenerator if any, numberUnits : 15 after applying Mark-based multiplier if any, numberUnits : 22.5 after applying at-least-one rule, numberUnits : 22.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 67.5 numberUnitsInt = numberUnits.IntValue : 67 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SentinelFrigate with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 10 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.49 numberUnitsInt = numberUnits.IntValue : 4 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 4 numberUnits = kv.Value * this.WaveSize : 4 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 3 after applying at-least-one rule, numberUnits : 3 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9 numberUnitsInt = numberUnits.IntValue : 9 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of MissileShip with base magnitude of 4 numberUnits = kv.Value * this.WaveSize : 4 after applying ShipCapMultiplier if any, numberUnits : 2 after applying CanUseNeinzulRegenerator if any, numberUnits : 2 after applying Mark-based multiplier if any, numberUnits : 3 after applying at-least-one rule, numberUnits : 3 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 9 numberUnitsInt = numberUnits.IntValue : 9 skipping at-least-effective-ship-cap-rule due to multiple non-starship types Wave total ships: 105 TypesForDirectAdd count by type: Bomber => 15 TeleportRaider => 67 SentinelFrigate => 4 Fighter => 9 LeechStarship => 1 MissileShip => 9 TypesForCarrierAdd count by type: 1/13/2011 10:56:49 PM (4.066) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:11 WaveSize factor: 1 Raw Units Dictionary Entries: Bomber => 49 BulletproofFighter => 3 Raider => 1 LeechStarship => 1 TeleportBattleStation => 1 RaidStarship => 1 1/13/2011 10:56:49 PM (4.066) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:11 WaveSize factor: 1 Raw Units Dictionary Entries: Bomber => 10 Fighter => 3 TeleportBattleStation => 7 Raider => 8 SpireStealthBattleship => 4 MissileShip => 2 TeleportRaider => 3 VorticularCutlass => 4 BulletproofFighter => 8 VampireClaw => 5 RaidStarship => 1 LeechStarship => 1 1/13/2011 10:56:49 PM (4.066) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:11 CheckWave: populating count of Bomber with base magnitude of 49 numberUnits = kv.Value * this.WaveSize : 49 after applying ShipCapMultiplier if any, numberUnits : 24.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 24.5 after applying Mark-based multiplier if any, numberUnits : 36.75 after applying at-least-one rule, numberUnits : 36.75 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 110.25 numberUnitsInt = numberUnits.IntValue : 110 CheckWave: populating count of BulletproofFighter with base magnitude of 3 numberUnits = kv.Value * this.WaveSize : 3 after applying ShipCapMultiplier if any, numberUnits : 1.35 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.35 after applying Mark-based multiplier if any, numberUnits : 2.02 after applying at-least-one rule, numberUnits : 2.02 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.07 numberUnitsInt = numberUnits.IntValue : 6 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Raider with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of TeleportBattleStation with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 0.13 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.13 after applying Mark-based multiplier if any, numberUnits : 0.19 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 125 TypesForDirectAdd count by type: Bomber => 110 BulletproofFighter => 6 Raider => 4 LeechStarship => 1 TeleportBattleStation => 3 RaidStarship => 1 TypesForCarrierAdd count by type: 1/13/2011 10:56:49 PM (4.066) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:11 CheckWave: populating count of Bomber with base magnitude of 10 numberUnits = kv.Value * this.WaveSize : 10 after applying ShipCapMultiplier if any, numberUnits : 5 after applying CanUseNeinzulRegenerator if any, numberUnits : 5 after applying Mark-based multiplier if any, numberUnits : 7.5 after applying at-least-one rule, numberUnits : 7.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 22.5 numberUnitsInt = numberUnits.IntValue : 22 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Fighter with base magnitude of 3 numberUnits = kv.Value * this.WaveSize : 3 after applying ShipCapMultiplier if any, numberUnits : 1.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.5 after applying Mark-based multiplier if any, numberUnits : 2.25 after applying at-least-one rule, numberUnits : 2.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.75 numberUnitsInt = numberUnits.IntValue : 6 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of TeleportBattleStation with base magnitude of 7 numberUnits = kv.Value * this.WaveSize : 7 after applying ShipCapMultiplier if any, numberUnits : 0.88 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.88 after applying Mark-based multiplier if any, numberUnits : 1.31 after applying at-least-one rule, numberUnits : 1.31 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3.94 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of Raider with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 8 after applying ShipCapMultiplier if any, numberUnits : 8 after applying CanUseNeinzulRegenerator if any, numberUnits : 8 after applying Mark-based multiplier if any, numberUnits : 12 after applying at-least-one rule, numberUnits : 12 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 36 numberUnitsInt = numberUnits.IntValue : 36 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of SpireStealthBattleship with base magnitude of 4 numberUnits = kv.Value * this.WaveSize : 4 after applying ShipCapMultiplier if any, numberUnits : 0.12 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.12 after applying Mark-based multiplier if any, numberUnits : 0.18 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 3 numberUnitsInt = numberUnits.IntValue : 3 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of MissileShip with base magnitude of 2 numberUnits = kv.Value * this.WaveSize : 2 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of TeleportRaider with base magnitude of 3 numberUnits = kv.Value * this.WaveSize : 3 after applying ShipCapMultiplier if any, numberUnits : 3.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.75 after applying Mark-based multiplier if any, numberUnits : 5.63 after applying at-least-one rule, numberUnits : 5.63 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 16.88 numberUnitsInt = numberUnits.IntValue : 16 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of VorticularCutlass with base magnitude of 4 numberUnits = kv.Value * this.WaveSize : 4 after applying ShipCapMultiplier if any, numberUnits : 4 after applying CanUseNeinzulRegenerator if any, numberUnits : 4 after applying Mark-based multiplier if any, numberUnits : 6 after applying at-least-one rule, numberUnits : 6 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 18 numberUnitsInt = numberUnits.IntValue : 18 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of BulletproofFighter with base magnitude of 8 numberUnits = kv.Value * this.WaveSize : 8 after applying ShipCapMultiplier if any, numberUnits : 3.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 3.6 after applying Mark-based multiplier if any, numberUnits : 5.4 after applying at-least-one rule, numberUnits : 5.4 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 16.2 numberUnitsInt = numberUnits.IntValue : 16 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of VampireClaw with base magnitude of 5 numberUnits = kv.Value * this.WaveSize : 5 after applying ShipCapMultiplier if any, numberUnits : 1.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 1.5 after applying Mark-based multiplier if any, numberUnits : 2.25 after applying at-least-one rule, numberUnits : 2.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 6.75 numberUnitsInt = numberUnits.IntValue : 6 skipping at-least-effective-ship-cap-rule due to multiple non-starship types CheckWave: populating count of RaidStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) CheckWave: populating count of LeechStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 1 after applying ShipCapMultiplier if any, numberUnits : 1 after applying CanUseNeinzulRegenerator if any, numberUnits : 1 after applying Mark-based multiplier if any, numberUnits : 1.5 after applying at-least-one rule, numberUnits : 1.5 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 4.5 numberUnitsInt = numberUnits.IntValue : 4 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 132 TypesForDirectAdd count by type: Bomber => 22 Fighter => 6 TeleportBattleStation => 3 Raider => 36 SpireStealthBattleship => 3 MissileShip => 4 TeleportRaider => 16 VorticularCutlass => 18 BulletproofFighter => 16 VampireClaw => 6 RaidStarship => 1 LeechStarship => 1 TypesForCarrierAdd count by type: