1/18/2011 9:25:09 PM (4.071) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:40 1/18/2011 9:25:09 PM (4.071) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:40 1/18/2011 9:25:10 PM (4.071) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:41 WaveSize factor: 1 Raw Units Dictionary Entries: MissileShip => 70 LightStarship => 1 1/18/2011 9:25:10 PM (4.071) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:41 WaveSize factor: 1 Raw Units Dictionary Entries: Fighter => 70 LightStarship => 1 1/18/2011 9:25:10 PM (4.071) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:41 CheckWave: populating count of MissileShip with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 70 after applying ShipCapMultiplier if any, numberUnits : 70 after applying CanUseNeinzulRegenerator if any, numberUnits : 70 after applying Mark-based multiplier if any, numberUnits : 105 after applying at-least-one rule, numberUnits : 105 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 315 numberUnitsInt = numberUnits.IntValue : 315 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: 316 TypesForDirectAdd count by type: MissileShip => 315 LightStarship => 1 TypesForCarrierAdd count by type: 1/18/2011 9:25:10 PM (4.071) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:41 CheckWave: populating count of Fighter with base magnitude of 70 numberUnits = kv.Value * this.WaveSize : 70 after applying ShipCapMultiplier if any, numberUnits : 70 after applying CanUseNeinzulRegenerator if any, numberUnits : 70 after applying Mark-based multiplier if any, numberUnits : 105 after applying at-least-one rule, numberUnits : 105 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 315 numberUnitsInt = numberUnits.IntValue : 315 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: 316 TypesForDirectAdd count by type: Fighter => 315 LightStarship => 1 TypesForCarrierAdd count by type: 1/18/2011 9:32:45 PM (4.071) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:40 1/18/2011 9:32:45 PM (4.071) ----------------------------------- Triggering Normal Wave; wave size factor: 1; Game Time: 0:11:40 1/18/2011 9:32:45 PM (4.071) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:41 WaveSize factor: 1 Raw Units Dictionary Entries: MissileShip => 35 Dreadnought => 1 1/18/2011 9:32:45 PM (4.071) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 0:11:41 WaveSize factor: 1 Raw Units Dictionary Entries: BulletproofFighter => 35 LeechStarship => 1 1/18/2011 9:32:45 PM (4.071) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:41 CheckWave: populating count of MissileShip with base magnitude of 35 numberUnits = kv.Value * this.WaveSize : 35 after applying ShipCapMultiplier if any, numberUnits : 17.5 after applying CanUseNeinzulRegenerator if any, numberUnits : 17.5 after applying Mark-based multiplier if any, numberUnits : 26.25 after applying at-least-one rule, numberUnits : 26.25 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 78.75 numberUnitsInt = numberUnits.IntValue : 78 after at-least-effective-ship-cap-rule, numberUnitsInt : 98 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: 99 TypesForDirectAdd count by type: MissileShip => 98 Dreadnought => 1 TypesForCarrierAdd count by type: 1/18/2011 9:32:45 PM (4.071) ----------------------------------- Performing first CheckWave with size factor of 1 on wave at Game Time: 0:11:41 CheckWave: populating count of BulletproofFighter with base magnitude of 35 numberUnits = kv.Value * this.WaveSize : 35 after applying ShipCapMultiplier if any, numberUnits : 15.75 after applying CanUseNeinzulRegenerator if any, numberUnits : 15.75 after applying Mark-based multiplier if any, numberUnits : 23.62 after applying at-least-one rule, numberUnits : 23.62 after applying difficulty-based (if >= 8 then 4, if >= 7 then 3, if >= 6 then 2, else 1) multiplier if any, numberUnits : 70.87 numberUnitsInt = numberUnits.IntValue : 70 after at-least-effective-ship-cap-rule, numberUnitsInt : 88 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: 89 TypesForDirectAdd count by type: BulletproofFighter => 88 LeechStarship => 1 TypesForCarrierAdd count by type: