View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0011537 | AI War 1 / Classic | Bug - Gameplay | May 17, 2013 4:35 am | May 27, 2013 11:19 am | |
Reporter | Bossman | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 6.030 | ||||
Fixed in Version | 6.033 | ||||
Summary | 0011537: AI Planets over their unit cap continue to reinforce | ||||
Description | I'm seeing AI planets that I've removed all normal guard posts reinforcing when they have over 400 non-threat units already there. In the attached save, Ginadmfi and Zoripno have at least six hundred units, yet the reinforcement logs usually report each AI player only has 35 to 50 units at those planets. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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LogicLog_AIMechanic_Reinforcements_MainThread.txt (255,654 bytes)
5/16/2013 11:26:13 PM (6.029) 11:06:23 calling SendReinforcements PlayerNumber = 9 AIProgressionLevel = 173 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 35 (Rasamuke) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 33 (Murdlau) (alerted) reinforce priority = 0 64 (Zoripno) (alerted) reinforce priority = 0 74 (Ginadmfi) (alerted) reinforce priority = 0 38 (Aujavo) (alerted) reinforce priority = 0 10 (Suoshipzup) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) reinforce priority = 0 85 (Savra) (alerted) reinforce priority = 0 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 52 (Amalyed) (homeworld, +500) reinforce priority = 500 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 63 (Zadarkroad) (core, +300) reinforce priority = 300 75 (Garbanisi) (core, +300) reinforce priority = 300 9 (Binglanc) (core, +300) reinforce priority = 300 27 (Thercoju) (core, +300) reinforce priority = 300 (56 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = 0 Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform Number of allied units on this planet = 92 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.61 reinforcementStrength *= (tech level multiplier) = 22.82 reinforcementStrength *= 0.14 = 3.19 reinforcementStrength must be at most 35; = 3.19 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 9.58 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 9.58 numberShips = Floor(reinforcementStrength) = 9 numberShips led to objectsToBuild.Count being 9, adding that to strength... StrengthBudget += 9 = 9 --- AIBuyShipsFromList StrengthBudget = 9 bought 5 Cruiser for 10 total count bought: 5, total strength spent: 10, remaining = -1 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 9.08 = 8.08 AIBuyShipsFromList StrengthBudget = 8.08 bought 1 MissileShip for 2 bought 2 Infiltrator for 2.4 bought 1 Fighter for 2 bought 1 Bomber for 2 total count bought: 5, total strength spent: 8.4, remaining = -0.32 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 3.03 = 2.71 AIBuyShipsFromList StrengthBudget = 2.71 bought 1 BomberIII for 2 bought 1 InfiltratorIII for 1.2 total count bought: 2, total strength spent: 3.2, remaining = -0.49 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 3.03 = 2.54 AIBuyShipsFromList StrengthBudget = 2.54 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.46 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 3.03 = 1.56 AIBuyShipsFromList StrengthBudget = 1.56 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.44 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 2.59 AIBuyShipsFromList StrengthBudget = 2.59 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.41 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 1.62 AIBuyShipsFromList StrengthBudget = 1.62 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.38 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 2.64 AIBuyShipsFromList StrengthBudget = 2.64 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.36 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 1.67 AIBuyShipsFromList StrengthBudget = 1.67 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.33 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.33 ******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = -0.33 Reinforcement focus types: Fighter,Infiltrator,Fighter Number of allied units on this planet = 12 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 26.61 reinforcementStrength *= (tech level multiplier) = 18.62 reinforcementStrength *= 0.14 = 2.61 reinforcementStrength must be at most 35; = 2.61 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 20.84 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 20.84 numberShips = Floor(reinforcementStrength) = 20 numberShips led to objectsToBuild.Count being 20, adding that to strength... StrengthBudget += 20 = 19.67 --- AIBuyShipsFromList StrengthBudget = 19.67 bought 10 FighterIII for 20 total count bought: 10, total strength spent: 20, remaining = -0.33 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 2.7 AIBuyShipsFromList StrengthBudget = 2.7 bought 1 Cruiser for 2 bought 1 InfiltratorIII for 1.2 total count bought: 2, total strength spent: 3.2, remaining = -0.5 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 2.53 AIBuyShipsFromList StrengthBudget = 2.53 bought 1 InfiltratorIII for 1.2 bought 1 FighterIII for 2 total count bought: 2, total strength spent: 3.2, remaining = -0.67 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 2.35 AIBuyShipsFromList StrengthBudget = 2.35 bought 2 FighterIII for 4 total count bought: 2, total strength spent: 4, remaining = -1.65 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.65 ******calling SendReinforcementsToPlanet on planet 33 (Murdlau), StrengthBudget = -1.65 Reinforcement focus types: SpireTractorPlatform,Fighter,Bomber Number of allied units on this planet = 25 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(9+1)) = 1 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.61 reinforcementStrength *= (tech level multiplier) = 20.72 reinforcementStrength *= 0.14 = 2.9 reinforcementStrength must be at most 35; = 2.9 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 5.8 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 5.8 numberShips = Floor(reinforcementStrength) = 5 numberShips led to objectsToBuild.Count being 5, adding that to strength... StrengthBudget += 5 = 3.35 --- AIBuyShipsFromList StrengthBudget = 3.35 bought 2 FighterIII for 4 total count bought: 2, total strength spent: 4, remaining = -0.65 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 9.08 = 8.44 AIBuyShipsFromList StrengthBudget = 8.44 bought 2 Infiltrator for 2.4 bought 1 Fighter for 2 bought 1 MissileShip for 2 bought 1 SpireBladeSpawner for 38.4 total count bought: 5, total strength spent: 44.8, remaining = -36.36 ---doing pulse for AIPassiveGuardPostIII StrengthBudget += 3.03 = -33.34 AIBuyShipsFromList StrengthBudget = -33.34 total count bought: 0, total strength spent: 0, remaining = -33.34 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 3.03 = -30.31 AIBuyShipsFromList StrengthBudget = -30.31 total count bought: 0, total strength spent: 0, remaining = -30.31 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 3.03 = -27.28 AIBuyShipsFromList StrengthBudget = -27.28 total count bought: 0, total strength spent: 0, remaining = -27.28 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 3.03 = -24.26 AIBuyShipsFromList StrengthBudget = -24.26 total count bought: 0, total strength spent: 0, remaining = -24.26 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -21.23 AIBuyShipsFromList StrengthBudget = -21.23 total count bought: 0, total strength spent: 0, remaining = -21.23 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -18.2 AIBuyShipsFromList StrengthBudget = -18.2 total count bought: 0, total strength spent: 0, remaining = -18.2 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -15.17 AIBuyShipsFromList StrengthBudget = -15.17 total count bought: 0, total strength spent: 0, remaining = -15.17 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -12.15 AIBuyShipsFromList StrengthBudget = -12.15 total count bought: 0, total strength spent: 0, remaining = -12.15 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianSpiderII to guard AIShortRangeGuardPostIII SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -12.15 ******calling SendReinforcementsToPlanet on planet 64 (Zoripno), StrengthBudget = -12.15 Reinforcement focus types: Fighter,Fighter,Fighter Number of allied units on this planet = 175 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.61 reinforcementStrength *= (tech level multiplier) = 28.44 reinforcementStrength *= 0.14 = 3.98 reinforcementStrength must be at most 35; = 3.98 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 27.85 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 27.85 numberShips = Floor(reinforcementStrength) = 27 numberShips led to objectsToBuild.Count being 28, adding that to strength... StrengthBudget += 28 = 15.85 --- AIBuyShipsFromList StrengthBudget = 15.85 bought 8 FighterII for 16 total count bought: 8, total strength spent: 16, remaining = -0.15 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 3.74 AIBuyShipsFromList StrengthBudget = 3.74 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -0.26 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 3.64 AIBuyShipsFromList StrengthBudget = 3.64 bought 1 FighterII for 2 bought 1 InfiltratorII for 1.2 bought 1 SpireBladeSpawnerII for 38.4 total count bought: 3, total strength spent: 41.6, remaining = -37.96 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = -34.07 AIBuyShipsFromList StrengthBudget = -34.07 total count bought: 0, total strength spent: 0, remaining = -34.07 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = -30.18 AIBuyShipsFromList StrengthBudget = -30.18 total count bought: 0, total strength spent: 0, remaining = -30.18 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -30.18 totals for planet 35 (Rasamuke); count: 21, strength: 39.6 totals for planet 80 (Moatgeoao); count: 16, strength: 30.4 totals for planet 33 (Murdlau); count: 7, strength: 48.8 totals for planet 64 (Zoripno); count: 13, strength: 61.6 totals for Cruiser; count: 15, strength: 30 totals for MissileShip; count: 2, strength: 4 totals for Infiltrator; count: 4, strength: 4.8 totals for Fighter; count: 2, strength: 4 totals for Bomber; count: 1, strength: 2 totals for BomberIII; count: 1, strength: 2 totals for InfiltratorIII; count: 3, strength: 3.6 totals for FighterIII; count: 15, strength: 30 totals for SpireBladeSpawner; count: 1, strength: 38.4 totals for FighterII; count: 11, strength: 22 totals for InfiltratorII; count: 1, strength: 1.2 totals for SpireBladeSpawnerII; count: 1, strength: 38.4 *grand totals; count: 57, strength: 180.4 5/16/2013 11:26:13 PM (6.029) 11:06:23 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 208 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 173 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/16/2013 11:26:38 PM (6.029) 11:06:39 calling SendReinforcements PlayerNumber = 8 AIProgressionLevel = 173 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Murdlau) (alerted) reinforce priority = 0 64 (Zoripno) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) reinforce priority = 0 10 (Suoshipzup) (alerted) reinforce priority = 0 85 (Savra) (alerted) reinforce priority = 0 38 (Aujavo) (alerted) reinforce priority = 0 74 (Ginadmfi) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 52 (Amalyed) (homeworld, +500) reinforce priority = 500 63 (Zadarkroad) (core, +300) reinforce priority = 300 27 (Thercoju) (core, +300) reinforce priority = 300 9 (Binglanc) (core, +300) reinforce priority = 300 75 (Garbanisi) (core, +300) reinforce priority = 300 (56 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 33 (Murdlau), StrengthBudget = 0 Reinforcement focus types: SpireTractorPlatform,Fighter,Bomber Number of allied units on this planet = 38 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(9+1)) = 1 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61 reinforcementStrength *= (tech level multiplier) = 23.52 reinforcementStrength *= 0.14 = 3.29 reinforcementStrength must be at most 35; = 3.29 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 6.58 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 5.26 numberShips = Floor(reinforcementStrength) = 5 numberShips led to objectsToBuild.Count being 5, adding that to strength... StrengthBudget += 5 = 5 --- AIBuyShipsFromList StrengthBudget = 5 bought 1 SpireTractorPlatformIII for 38.4 total count bought: 1, total strength spent: 38.4, remaining = -33.4 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 7.26 = -26.14 AIBuyShipsFromList StrengthBudget = -26.14 total count bought: 0, total strength spent: 0, remaining = -26.14 ---doing pulse for AIPassiveGuardPostIII StrengthBudget += 2.42 = -23.72 AIBuyShipsFromList StrengthBudget = -23.72 total count bought: 0, total strength spent: 0, remaining = -23.72 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 2.42 = -21.3 AIBuyShipsFromList StrengthBudget = -21.3 total count bought: 0, total strength spent: 0, remaining = -21.3 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 2.42 = -18.87 AIBuyShipsFromList StrengthBudget = -18.87 total count bought: 0, total strength spent: 0, remaining = -18.87 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 2.42 = -16.45 AIBuyShipsFromList StrengthBudget = -16.45 total count bought: 0, total strength spent: 0, remaining = -16.45 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -14.03 AIBuyShipsFromList StrengthBudget = -14.03 total count bought: 0, total strength spent: 0, remaining = -14.03 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -11.61 AIBuyShipsFromList StrengthBudget = -11.61 total count bought: 0, total strength spent: 0, remaining = -11.61 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -9.19 AIBuyShipsFromList StrengthBudget = -9.19 total count bought: 0, total strength spent: 0, remaining = -9.19 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -6.77 AIBuyShipsFromList StrengthBudget = -6.77 total count bought: 0, total strength spent: 0, remaining = -6.77 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -6.77 ******calling SendReinforcementsToPlanet on planet 64 (Zoripno), StrengthBudget = -6.77 Reinforcement focus types: Fighter,Fighter,Fighter Number of allied units on this planet = 187 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.61 reinforcementStrength *= (tech level multiplier) = 28.44 reinforcementStrength *= 0.14 = 3.98 reinforcementStrength must be at most 35; = 3.98 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 27.85 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 22.28 numberShips = Floor(reinforcementStrength) = 22 numberShips led to objectsToBuild.Count being 22, adding that to strength... StrengthBudget += 22 = 15.23 --- AIBuyShipsFromList StrengthBudget = 15.23 bought 8 FighterII for 16 total count bought: 8, total strength spent: 16, remaining = -0.77 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 2.34 AIBuyShipsFromList StrengthBudget = 2.34 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -1.66 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 1.46 AIBuyShipsFromList StrengthBudget = 1.46 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.54 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 2.57 AIBuyShipsFromList StrengthBudget = 2.57 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -1.43 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 1.68 AIBuyShipsFromList StrengthBudget = 1.68 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.32 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -0.32 ******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = -0.32 Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform Number of allied units on this planet = 113 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.61 reinforcementStrength *= (tech level multiplier) = 20.72 reinforcementStrength *= 0.14 = 2.9 reinforcementStrength must be at most 35; = 2.9 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 8.7 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 6.96 numberShips = Floor(reinforcementStrength) = 6 numberShips led to objectsToBuild.Count being 6, adding that to strength... StrengthBudget += 6 = 5.68 --- AIBuyShipsFromList StrengthBudget = 5.68 bought 1 RaiderIII for 0.98 bought 1 SpireTractorPlatformIII for 38.4 total count bought: 2, total strength spent: 39.38, remaining = -33.7 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 7.26 = -26.44 AIBuyShipsFromList StrengthBudget = -26.44 total count bought: 0, total strength spent: 0, remaining = -26.44 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 2.42 = -24.02 AIBuyShipsFromList StrengthBudget = -24.02 total count bought: 0, total strength spent: 0, remaining = -24.02 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 2.42 = -21.59 AIBuyShipsFromList StrengthBudget = -21.59 total count bought: 0, total strength spent: 0, remaining = -21.59 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 2.42 = -19.17 AIBuyShipsFromList StrengthBudget = -19.17 total count bought: 0, total strength spent: 0, remaining = -19.17 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -16.75 AIBuyShipsFromList StrengthBudget = -16.75 total count bought: 0, total strength spent: 0, remaining = -16.75 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -14.33 AIBuyShipsFromList StrengthBudget = -14.33 total count bought: 0, total strength spent: 0, remaining = -14.33 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -11.91 AIBuyShipsFromList StrengthBudget = -11.91 total count bought: 0, total strength spent: 0, remaining = -11.91 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -9.49 AIBuyShipsFromList StrengthBudget = -9.49 total count bought: 0, total strength spent: 0, remaining = -9.49 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -9.49 ******calling SendReinforcementsToPlanet on planet 10 (Suoshipzup), StrengthBudget = -9.49 Reinforcement focus types: Fighter,Fighter,Fighter Number of allied units on this planet = 28 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(10+1)) = 0 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.61 reinforcementStrength *= (tech level multiplier) = 27.54 reinforcementStrength *= 0.14 = 3.85 reinforcementStrength must be at most 35; = 3.85 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.85 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 3.08 numberShips = Floor(reinforcementStrength) = 3 numberShips led to objectsToBuild.Count being 3, adding that to strength... StrengthBudget += 3 = -6.49 --- AIBuyShipsFromList StrengthBudget = -6.49 total count bought: 0, total strength spent: 0, remaining = -6.49 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 9.34 = 2.85 AIBuyShipsFromList StrengthBudget = 2.85 bought 2 Fighter for 4 total count bought: 2, total strength spent: 4, remaining = -1.15 ---doing pulse for AIMLRSGuardPostII StrengthBudget += 3.11 = 1.96 AIBuyShipsFromList StrengthBudget = 1.96 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.04 ---doing pulse for AIMissileGuardPostII StrengthBudget += 3.11 = 3.07 AIBuyShipsFromList StrengthBudget = 3.07 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -0.93 ---doing pulse for AIMLRSGuardPostII StrengthBudget += 3.11 = 2.19 AIBuyShipsFromList StrengthBudget = 2.19 bought 1 AutocannonMinipodII for 0.98 bought 1 SpireTractorPlatformII for 38.4 total count bought: 2, total strength spent: 39.38, remaining = -37.19 ---doing pulse for AIShortRangeGuardPostII StrengthBudget += 3.11 = -34.08 AIBuyShipsFromList StrengthBudget = -34.08 total count bought: 0, total strength spent: 0, remaining = -34.08 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -30.97 AIBuyShipsFromList StrengthBudget = -30.97 total count bought: 0, total strength spent: 0, remaining = -30.97 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -27.86 AIBuyShipsFromList StrengthBudget = -27.86 total count bought: 0, total strength spent: 0, remaining = -27.86 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -24.74 AIBuyShipsFromList StrengthBudget = -24.74 total count bought: 0, total strength spent: 0, remaining = -24.74 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -21.63 AIBuyShipsFromList StrengthBudget = -21.63 total count bought: 0, total strength spent: 0, remaining = -21.63 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -18.52 AIBuyShipsFromList StrengthBudget = -18.52 total count bought: 0, total strength spent: 0, remaining = -18.52 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -18.52 totals for planet 33 (Murdlau); count: 1, strength: 38.4 totals for planet 64 (Zoripno); count: 14, strength: 28 totals for planet 35 (Rasamuke); count: 2, strength: 39.38 totals for planet 10 (Suoshipzup); count: 7, strength: 49.38 totals for SpireTractorPlatformIII; count: 2, strength: 76.8 totals for FighterII; count: 17, strength: 34 totals for RaiderIII; count: 1, strength: 0.98 totals for Fighter; count: 2, strength: 4 totals for AutocannonMinipodII; count: 1, strength: 0.98 totals for SpireTractorPlatformII; count: 1, strength: 38.4 *grand totals; count: 24, strength: 155.16 5/16/2013 11:26:38 PM (6.029) 11:06:39 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 224 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 173 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/16/2013 11:35:42 PM (6.029) 11:10:36 calling SendReinforcements PlayerNumber = 9 AIProgressionLevel = 173 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 64 (Zoripno) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) reinforce priority = 0 38 (Aujavo) (alerted) reinforce priority = 0 74 (Ginadmfi) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) reinforce priority = 0 85 (Savra) (alerted) reinforce priority = 0 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 52 (Amalyed) (homeworld, +500) reinforce priority = 500 9 (Binglanc) (core, +300) reinforce priority = 300 63 (Zadarkroad) (core, +300) reinforce priority = 300 27 (Thercoju) (core, +300) reinforce priority = 300 75 (Garbanisi) (core, +300) reinforce priority = 300 (58 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 64 (Zoripno), StrengthBudget = 0 Reinforcement focus types: Fighter,Fighter,Fighter Number of allied units on this planet = 33 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.61 reinforcementStrength *= (tech level multiplier) = 29.34 reinforcementStrength *= 0.14 = 4.1 reinforcementStrength must be at most 35; = 4.1 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 28.73 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 28.73 numberShips = Floor(reinforcementStrength) = 28 numberShips led to objectsToBuild.Count being 28, adding that to strength... StrengthBudget += 28 = 28 --- AIBuyShipsFromList StrengthBudget = 28 bought 14 FighterII for 28 total count bought: 14, total strength spent: 28, remaining = 0 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 3.89 AIBuyShipsFromList StrengthBudget = 3.89 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -0.11 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 3.78 AIBuyShipsFromList StrengthBudget = 3.78 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -0.22 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 3.68 AIBuyShipsFromList StrengthBudget = 3.68 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -0.32 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 3.57 AIBuyShipsFromList StrengthBudget = 3.57 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -0.43 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.43 ******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = -0.43 Reinforcement focus types: Fighter,Infiltrator,Fighter Number of allied units on this planet = 12 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.61 reinforcementStrength *= (tech level multiplier) = 22.12 reinforcementStrength *= 0.14 = 3.09 reinforcementStrength must be at most 35; = 3.09 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 24.76 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 24.76 numberShips = Floor(reinforcementStrength) = 24 numberShips led to objectsToBuild.Count being 24, adding that to strength... StrengthBudget += 24 = 23.57 --- AIBuyShipsFromList StrengthBudget = 23.57 bought 12 FighterIII for 24 bought 1 InfiltratorIII for 1.2 total count bought: 13, total strength spent: 25.2, remaining = -1.63 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 1.39 AIBuyShipsFromList StrengthBudget = 1.39 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.61 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 2.42 AIBuyShipsFromList StrengthBudget = 2.42 bought 1 InfiltratorIII for 1.2 bought 1 FighterIII for 2 total count bought: 2, total strength spent: 3.2, remaining = -0.78 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 2.25 AIBuyShipsFromList StrengthBudget = 2.25 bought 2 FighterIII for 4 total count bought: 2, total strength spent: 4, remaining = -1.75 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.75 ******calling SendReinforcementsToPlanet on planet 37 (Veryode), StrengthBudget = -1.75 Reinforcement focus types: Fighter,SpireTractorPlatform,Cruiser Number of allied units on this planet = 280 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet exceeds reinforcement population cap, cancelling reinforcement attempt SendReinforcementsToPlanet result: did not happen ******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = -1.75 Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform Number of allied units on this planet = 85 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 26.61 reinforcementStrength *= (tech level multiplier) = 18.62 reinforcementStrength *= 0.14 = 2.61 reinforcementStrength must be at most 35; = 2.61 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 7.82 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.82 numberShips = Floor(reinforcementStrength) = 7 numberShips led to objectsToBuild.Count being 7, adding that to strength... StrengthBudget += 7 = 5.25 --- AIBuyShipsFromList StrengthBudget = 5.25 bought 3 Cruiser for 6 total count bought: 3, total strength spent: 6, remaining = -0.75 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 9.08 = 8.33 AIBuyShipsFromList StrengthBudget = 8.33 bought 1 Bomber for 2 bought 2 MissileShip for 4 bought 1 Fighter for 2 bought 1 Infiltrator for 1.2 total count bought: 5, total strength spent: 9.2, remaining = -0.87 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 3.03 = 2.16 AIBuyShipsFromList StrengthBudget = 2.16 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.84 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 3.03 = 1.19 AIBuyShipsFromList StrengthBudget = 1.19 bought 1 InfiltratorIII for 1.2 total count bought: 1, total strength spent: 1.2, remaining = -0.01 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 3.03 = 3.01 AIBuyShipsFromList StrengthBudget = 3.01 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -0.99 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 2.04 AIBuyShipsFromList StrengthBudget = 2.04 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.96 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 1.07 AIBuyShipsFromList StrengthBudget = 1.07 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.93 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 2.09 AIBuyShipsFromList StrengthBudget = 2.09 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.91 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 1.12 AIBuyShipsFromList StrengthBudget = 1.12 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.88 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.88 ******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = -0.88 Reinforcement focus types: Bomber,Fighter,Bomber Number of allied units on this planet = 12 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.61 reinforcementStrength *= (tech level multiplier) = 28.44 reinforcementStrength *= 0.14 = 3.98 reinforcementStrength must be at most 35; = 3.98 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 31.83 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 31.83 numberShips = Floor(reinforcementStrength) = 31 numberShips led to objectsToBuild.Count being 31, adding that to strength... StrengthBudget += 31 = 30.12 --- AIBuyShipsFromList StrengthBudget = 30.12 bought 14 BomberII for 28 bought 2 FighterII for 4 total count bought: 16, total strength spent: 32, remaining = -1.88 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 2.01 AIBuyShipsFromList StrengthBudget = 2.01 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -1.99 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 1.9 AIBuyShipsFromList StrengthBudget = 1.9 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.1 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 3.8 AIBuyShipsFromList StrengthBudget = 3.8 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -0.2 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.2 totals for planet 64 (Zoripno); count: 22, strength: 44 totals for planet 80 (Moatgeoao); count: 18, strength: 34.4 totals for planet 35 (Rasamuke); count: 19, strength: 36.4 totals for planet 38 (Aujavo); count: 21, strength: 42 totals for FighterII; count: 24, strength: 48 totals for FighterIII; count: 16, strength: 32 totals for InfiltratorIII; count: 3, strength: 3.6 totals for Cruiser; count: 13, strength: 26 totals for Bomber; count: 1, strength: 2 totals for MissileShip; count: 2, strength: 4 totals for Fighter; count: 1, strength: 2 totals for Infiltrator; count: 1, strength: 1.2 totals for BomberII; count: 19, strength: 38 *grand totals; count: 80, strength: 156.8 5/16/2013 11:35:42 PM (6.029) 11:10:36 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 173 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/16/2013 11:35:58 PM (6.029) 11:10:51 calling SendReinforcements PlayerNumber = 8 AIProgressionLevel = 173 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 74 (Ginadmfi) (alerted) reinforce priority = 0 85 (Savra) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 38 (Aujavo) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 64 (Zoripno) (alerted) reinforce priority = 0 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 52 (Amalyed) (homeworld, +500) reinforce priority = 500 27 (Thercoju) (core, +300) reinforce priority = 300 75 (Garbanisi) (core, +300) reinforce priority = 300 63 (Zadarkroad) (core, +300) reinforce priority = 300 9 (Binglanc) (core, +300) reinforce priority = 300 (58 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 74 (Ginadmfi), StrengthBudget = 0 Reinforcement focus types: Fighter,Bomber,Cruiser Number of allied units on this planet = 35 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.61 reinforcementStrength *= (tech level multiplier) = 27.54 reinforcementStrength *= 0.14 = 3.85 reinforcementStrength must be at most 35; = 3.85 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 30.83 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 24.65 numberShips = Floor(reinforcementStrength) = 24 numberShips led to objectsToBuild.Count being 24, adding that to strength... StrengthBudget += 24 = 24 --- AIBuyShipsFromList StrengthBudget = 24 bought 1 FighterII for 2 bought 1 SpireTractorPlatformII for 38.4 total count bought: 2, total strength spent: 40.4, remaining = -16.4 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -13.29 AIBuyShipsFromList StrengthBudget = -13.29 total count bought: 0, total strength spent: 0, remaining = -13.29 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -10.17 AIBuyShipsFromList StrengthBudget = -10.17 total count bought: 0, total strength spent: 0, remaining = -10.17 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -7.06 AIBuyShipsFromList StrengthBudget = -7.06 total count bought: 0, total strength spent: 0, remaining = -7.06 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -7.06 ******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = -7.06 Reinforcement focus types: Bomber,Cruiser,Infiltrator Number of allied units on this planet = 14 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 27.61 reinforcementStrength *= (tech level multiplier) = 24.85 reinforcementStrength *= 0.14 = 3.48 reinforcementStrength must be at most 35; = 3.48 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 27.8 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 22.24 numberShips = Floor(reinforcementStrength) = 22 numberShips led to objectsToBuild.Count being 22, adding that to strength... StrengthBudget += 22 = 14.94 --- AIBuyShipsFromList StrengthBudget = 14.94 bought 16 AutocannonMinipodII for 15.67 total count bought: 16, total strength spent: 15.67, remaining = -0.73 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 2.38 AIBuyShipsFromList StrengthBudget = 2.38 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -1.62 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 1.49 AIBuyShipsFromList StrengthBudget = 1.49 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.51 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 2.6 AIBuyShipsFromList StrengthBudget = 2.6 bought 1 MissileShipII for 2 bought 1 BomberII for 2 total count bought: 2, total strength spent: 4, remaining = -1.4 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.4 ******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = -1.4 Reinforcement focus types: Fighter,Infiltrator,Fighter Number of allied units on this planet = 30 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61 reinforcementStrength *= (tech level multiplier) = 23.52 reinforcementStrength *= 0.14 = 3.29 reinforcementStrength must be at most 35; = 3.29 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 26.33 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 21.06 numberShips = Floor(reinforcementStrength) = 21 numberShips led to objectsToBuild.Count being 22, adding that to strength... StrengthBudget += 22 = 20.6 --- AIBuyShipsFromList StrengthBudget = 20.6 bought 11 BomberIII for 22 total count bought: 11, total strength spent: 22, remaining = -1.4 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 1.02 AIBuyShipsFromList StrengthBudget = 1.02 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.98 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 1.45 AIBuyShipsFromList StrengthBudget = 1.45 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.55 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 1.87 AIBuyShipsFromList StrengthBudget = 1.87 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.13 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.13 ******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = -0.13 Reinforcement focus types: Bomber,Fighter,Bomber Number of allied units on this planet = 33 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.61 reinforcementStrength *= (tech level multiplier) = 29.34 reinforcementStrength *= 0.14 = 4.1 reinforcementStrength must be at most 35; = 4.1 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 32.84 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 26.27 numberShips = Floor(reinforcementStrength) = 26 numberShips led to objectsToBuild.Count being 26, adding that to strength... StrengthBudget += 26 = 25.87 --- AIBuyShipsFromList StrengthBudget = 25.87 bought 10 BomberII for 20 bought 3 FighterII for 6 total count bought: 13, total strength spent: 26, remaining = -0.13 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 2.98 AIBuyShipsFromList StrengthBudget = 2.98 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -1.02 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 2.09 AIBuyShipsFromList StrengthBudget = 2.09 bought 1 FighterII for 2 bought 1 BomberII for 2 total count bought: 2, total strength spent: 4, remaining = -1.91 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 1.2 AIBuyShipsFromList StrengthBudget = 1.2 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.8 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.8 totals for planet 74 (Ginadmfi); count: 2, strength: 40.4 totals for planet 85 (Savra); count: 21, strength: 25.67 totals for planet 80 (Moatgeoao); count: 14, strength: 28 totals for planet 38 (Aujavo); count: 18, strength: 36 totals for FighterII; count: 6, strength: 12 totals for SpireTractorPlatformII; count: 1, strength: 38.4 totals for AutocannonMinipodII; count: 16, strength: 15.67 totals for BomberII; count: 17, strength: 34 totals for MissileShipII; count: 1, strength: 2 totals for BomberIII; count: 11, strength: 22 totals for FighterIII; count: 3, strength: 6 *grand totals; count: 55, strength: 130.07 5/16/2013 11:35:58 PM (6.029) 11:10:51 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 173 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/16/2013 11:42:49 PM (6.029) 11:14:49 calling SendReinforcements PlayerNumber = 9 AIProgressionLevel = 173 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 74 (Ginadmfi) (alerted) reinforce priority = 0 64 (Zoripno) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 38 (Aujavo) (alerted) reinforce priority = 0 85 (Savra) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) reinforce priority = 0 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 52 (Amalyed) (homeworld, +500) reinforce priority = 500 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 63 (Zadarkroad) (core, +300) reinforce priority = 300 27 (Thercoju) (core, +300) reinforce priority = 300 9 (Binglanc) (core, +300) reinforce priority = 300 75 (Garbanisi) (core, +300) reinforce priority = 300 (58 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 74 (Ginadmfi), StrengthBudget = 0 Reinforcement focus types: Fighter,Bomber,Cruiser Number of allied units on this planet = 35 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.61 reinforcementStrength *= (tech level multiplier) = 26.65 reinforcementStrength *= 0.14 = 3.73 reinforcementStrength must be at most 35; = 3.73 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 29.82 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 29.82 numberShips = Floor(reinforcementStrength) = 29 numberShips led to objectsToBuild.Count being 29, adding that to strength... StrengthBudget += 29 = 29 --- AIBuyShipsFromList StrengthBudget = 29 bought 8 FighterII for 16 bought 6 BomberII for 12 bought 1 MissileShipII for 2 total count bought: 15, total strength spent: 30, remaining = -1 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 2.89 AIBuyShipsFromList StrengthBudget = 2.89 bought 1 FighterII for 2 bought 1 InfiltratorII for 1.2 total count bought: 2, total strength spent: 3.2, remaining = -0.31 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 3.58 AIBuyShipsFromList StrengthBudget = 3.58 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -0.42 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 3.48 AIBuyShipsFromList StrengthBudget = 3.48 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -0.52 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.52 ******calling SendReinforcementsToPlanet on planet 64 (Zoripno), StrengthBudget = -0.52 Reinforcement focus types: Fighter,Fighter,Fighter Number of allied units on this planet = 48 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 28.61 reinforcementStrength *= (tech level multiplier) = 25.75 reinforcementStrength *= 0.14 = 3.6 reinforcementStrength must be at most 35; = 3.6 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 25.21 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 25.21 numberShips = Floor(reinforcementStrength) = 25 numberShips led to objectsToBuild.Count being 25, adding that to strength... StrengthBudget += 25 = 24.48 --- AIBuyShipsFromList StrengthBudget = 24.48 bought 13 FighterII for 26 total count bought: 13, total strength spent: 26, remaining = -1.52 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 2.37 AIBuyShipsFromList StrengthBudget = 2.37 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -1.63 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 2.26 AIBuyShipsFromList StrengthBudget = 2.26 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -1.74 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 2.15 AIBuyShipsFromList StrengthBudget = 2.15 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -1.85 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 2.04 AIBuyShipsFromList StrengthBudget = 2.04 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -1.96 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.96 ******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = -1.96 Reinforcement focus types: Fighter,Infiltrator,Fighter Number of allied units on this planet = 12 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 26.61 reinforcementStrength *= (tech level multiplier) = 18.62 reinforcementStrength *= 0.14 = 2.61 reinforcementStrength must be at most 35; = 2.61 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 20.84 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 20.84 numberShips = Floor(reinforcementStrength) = 20 numberShips led to objectsToBuild.Count being 20, adding that to strength... StrengthBudget += 20 = 18.04 --- AIBuyShipsFromList StrengthBudget = 18.04 bought 9 FighterIII for 18 bought 1 InfiltratorIII for 1.2 total count bought: 10, total strength spent: 19.2, remaining = -1.16 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 1.87 AIBuyShipsFromList StrengthBudget = 1.87 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.13 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 2.9 AIBuyShipsFromList StrengthBudget = 2.9 bought 2 FighterIII for 4 total count bought: 2, total strength spent: 4, remaining = -1.1 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 1.92 AIBuyShipsFromList StrengthBudget = 1.92 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.08 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.08 ******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = -0.08 Reinforcement focus types: Bomber,Fighter,Bomber Number of allied units on this planet = 12 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.61 reinforcementStrength *= (tech level multiplier) = 26.65 reinforcementStrength *= 0.14 = 3.73 reinforcementStrength must be at most 35; = 3.73 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 29.82 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 29.82 numberShips = Floor(reinforcementStrength) = 29 numberShips led to objectsToBuild.Count being 29, adding that to strength... StrengthBudget += 29 = 28.92 --- AIBuyShipsFromList StrengthBudget = 28.92 bought 1 SpireBladeSpawnerII for 38.4 total count bought: 1, total strength spent: 38.4, remaining = -9.48 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = -5.58 AIBuyShipsFromList StrengthBudget = -5.58 total count bought: 0, total strength spent: 0, remaining = -5.58 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = -1.69 AIBuyShipsFromList StrengthBudget = -1.69 total count bought: 0, total strength spent: 0, remaining = -1.69 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 2.2 AIBuyShipsFromList StrengthBudget = 2.2 bought 1 BomberII for 2 bought 1 FighterII for 2 total count bought: 2, total strength spent: 4, remaining = -1.8 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.8 totals for planet 74 (Ginadmfi); count: 21, strength: 41.2 totals for planet 64 (Zoripno); count: 21, strength: 42 totals for planet 80 (Moatgeoao); count: 14, strength: 27.2 totals for planet 38 (Aujavo); count: 3, strength: 42.4 totals for FighterII; count: 35, strength: 70 totals for BomberII; count: 7, strength: 14 totals for MissileShipII; count: 1, strength: 2 totals for InfiltratorII; count: 1, strength: 1.2 totals for FighterIII; count: 12, strength: 24 totals for InfiltratorIII; count: 1, strength: 1.2 totals for Cruiser; count: 1, strength: 2 totals for SpireBladeSpawnerII; count: 1, strength: 38.4 *grand totals; count: 59, strength: 152.8 5/16/2013 11:42:49 PM (6.029) 11:14:49 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 173 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/16/2013 11:43:27 PM (6.029) 11:15:05 calling SendReinforcements PlayerNumber = 8 AIProgressionLevel = 173 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Moatgeoao) (alerted) reinforce priority = 0 38 (Aujavo) (alerted) reinforce priority = 0 74 (Ginadmfi) (alerted) reinforce priority = 0 85 (Savra) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 10 (Suoshipzup) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 0 64 (Zoripno) (alerted) reinforce priority = 0 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 52 (Amalyed) (homeworld, +500) reinforce priority = 500 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 63 (Zadarkroad) (core, +300) reinforce priority = 300 75 (Garbanisi) (core, +300) reinforce priority = 300 27 (Thercoju) (core, +300) reinforce priority = 300 9 (Binglanc) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = 0 Reinforcement focus types: Fighter,Infiltrator,Fighter Number of allied units on this planet = 26 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.61 reinforcementStrength *= (tech level multiplier) = 20.72 reinforcementStrength *= 0.14 = 2.9 reinforcementStrength must be at most 35; = 2.9 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 23.19 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 18.55 numberShips = Floor(reinforcementStrength) = 18 numberShips led to objectsToBuild.Count being 18, adding that to strength... StrengthBudget += 18 = 18 --- AIBuyShipsFromList StrengthBudget = 18 bought 9 FighterIII for 18 total count bought: 9, total strength spent: 18, remaining = 0 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 2.42 AIBuyShipsFromList StrengthBudget = 2.42 bought 2 FighterIII for 4 total count bought: 2, total strength spent: 4, remaining = -1.58 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 0.84 AIBuyShipsFromList StrengthBudget = 0.84 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.16 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 1.26 AIBuyShipsFromList StrengthBudget = 1.26 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.74 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.74 ******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = -0.74 Reinforcement focus types: Bomber,Fighter,Bomber Number of allied units on this planet = 15 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 26.61 reinforcementStrength *= (tech level multiplier) = 23.95 reinforcementStrength *= 0.14 = 3.35 reinforcementStrength must be at most 35; = 3.35 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 26.8 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 21.43 numberShips = Floor(reinforcementStrength) = 21 numberShips led to objectsToBuild.Count being 21, adding that to strength... StrengthBudget += 21 = 20.26 --- AIBuyShipsFromList StrengthBudget = 20.26 bought 21 AutocannonMinipodII for 20.57 total count bought: 21, total strength spent: 20.57, remaining = -0.31 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 2.81 AIBuyShipsFromList StrengthBudget = 2.81 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -1.19 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 1.92 AIBuyShipsFromList StrengthBudget = 1.92 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.08 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 3.03 AIBuyShipsFromList StrengthBudget = 3.03 bought 1 SpireTractorPlatformII for 38.4 total count bought: 1, total strength spent: 38.4, remaining = -35.37 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -35.37 ******calling SendReinforcementsToPlanet on planet 74 (Ginadmfi), StrengthBudget = -35.37 Reinforcement focus types: Fighter,Bomber,Cruiser Number of allied units on this planet = 56 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 26.61 reinforcementStrength *= (tech level multiplier) = 23.95 reinforcementStrength *= 0.14 = 3.35 reinforcementStrength must be at most 35; = 3.35 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 26.8 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 21.43 numberShips = Floor(reinforcementStrength) = 21 numberShips led to objectsToBuild.Count being 21, adding that to strength... StrengthBudget += 21 = -14.37 --- AIBuyShipsFromList StrengthBudget = -14.37 total count bought: 0, total strength spent: 0, remaining = -14.37 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -11.26 AIBuyShipsFromList StrengthBudget = -11.26 total count bought: 0, total strength spent: 0, remaining = -11.26 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -8.14 AIBuyShipsFromList StrengthBudget = -8.14 total count bought: 0, total strength spent: 0, remaining = -8.14 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -5.03 AIBuyShipsFromList StrengthBudget = -5.03 total count bought: 0, total strength spent: 0, remaining = -5.03 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -5.03 ******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = -5.03 Reinforcement focus types: Bomber,Cruiser,Infiltrator Number of allied units on this planet = 14 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61 reinforcementStrength *= (tech level multiplier) = 30.24 reinforcementStrength *= 0.14 = 4.23 reinforcementStrength must be at most 35; = 4.23 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 33.85 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 27.07 numberShips = Floor(reinforcementStrength) = 27 numberShips led to objectsToBuild.Count being 27, adding that to strength... StrengthBudget += 27 = 21.97 --- AIBuyShipsFromList StrengthBudget = 21.97 bought 9 BomberII for 18 bought 2 MissileShipII for 4 total count bought: 11, total strength spent: 22, remaining = -0.03 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 3.08 AIBuyShipsFromList StrengthBudget = 3.08 bought 1 BomberII for 2 bought 1 FighterII for 2 total count bought: 2, total strength spent: 4, remaining = -0.92 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 2.19 AIBuyShipsFromList StrengthBudget = 2.19 bought 1 BomberII for 2 bought 1 MissileShipII for 2 total count bought: 2, total strength spent: 4, remaining = -1.81 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 1.31 AIBuyShipsFromList StrengthBudget = 1.31 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.69 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.69 ******doing wormhole-post-only SendGuardPostReinforcements on planet 35 (Rasamuke) since there's a nontrivial human attack here and it has not been reinforced yet.reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 1.73 AIBuyShipsFromList StrengthBudget = 1.73 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.27 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 2.15 AIBuyShipsFromList StrengthBudget = 2.15 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.85 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 0.57 AIBuyShipsFromList StrengthBudget = 0.57 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -1.43 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 0.99 AIBuyShipsFromList StrengthBudget = 0.99 bought 1 SpireTractorPlatformIII for 38.4 total count bought: 1, total strength spent: 38.4, remaining = -37.41 totals for planet 80 (Moatgeoao); count: 13, strength: 26 totals for planet 38 (Aujavo); count: 25, strength: 64.97 totals for planet 85 (Savra); count: 16, strength: 32 totals for planet 35 (Rasamuke); count: 5, strength: 46.4 totals for FighterIII; count: 13, strength: 26 totals for AutocannonMinipodII; count: 21, strength: 20.57 totals for BomberII; count: 15, strength: 30 totals for SpireTractorPlatformII; count: 1, strength: 38.4 totals for MissileShipII; count: 3, strength: 6 totals for FighterII; count: 1, strength: 2 totals for Cruiser; count: 4, strength: 8 totals for SpireTractorPlatformIII; count: 1, strength: 38.4 *grand totals; count: 59, strength: 169.37 5/16/2013 11:43:27 PM (6.029) 11:15:05 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 173 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/16/2013 11:57:53 PM (6.029) 11:19:02 calling SendReinforcements PlayerNumber = 9 AIProgressionLevel = 173 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 35 (Rasamuke) (alerted) (outnumbered, +2000) reinforce priority = 2000 74 (Ginadmfi) (alerted) reinforce priority = 0 85 (Savra) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 10 (Suoshipzup) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) reinforce priority = 0 38 (Aujavo) (alerted) reinforce priority = 0 64 (Zoripno) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) (outnumbered, +2000) reinforce priority = 2000 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 52 (Amalyed) (homeworld, +500) reinforce priority = 500 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 9 (Binglanc) (core, +300) reinforce priority = 300 75 (Garbanisi) (core, +300) reinforce priority = 300 63 (Zadarkroad) (core, +300) reinforce priority = 300 27 (Thercoju) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = 0 Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform Number of allied units on this planet = 64 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 27.61 reinforcementStrength *= (tech level multiplier) = 19.32 reinforcementStrength *= 0.14 = 2.7 reinforcementStrength must be at most 35; = 2.7 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 8.11 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 8.11 numberShips = Floor(reinforcementStrength) = 8 numberShips led to objectsToBuild.Count being 8, adding that to strength... StrengthBudget += 8 = 8 --- AIBuyShipsFromList StrengthBudget = 8 bought 4 Cruiser for 8 total count bought: 4, total strength spent: 8, remaining = 0 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 9.08 = 9.08 AIBuyShipsFromList StrengthBudget = 9.08 bought 1 Infiltrator for 1.2 bought 1 MissileShip for 2 bought 1 SpireBladeSpawner for 38.4 total count bought: 3, total strength spent: 41.6, remaining = -32.52 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 3.03 = -29.49 AIBuyShipsFromList StrengthBudget = -29.49 total count bought: 0, total strength spent: 0, remaining = -29.49 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 3.03 = -26.46 AIBuyShipsFromList StrengthBudget = -26.46 total count bought: 0, total strength spent: 0, remaining = -26.46 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 3.03 = -23.44 AIBuyShipsFromList StrengthBudget = -23.44 total count bought: 0, total strength spent: 0, remaining = -23.44 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -20.41 AIBuyShipsFromList StrengthBudget = -20.41 total count bought: 0, total strength spent: 0, remaining = -20.41 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -17.38 AIBuyShipsFromList StrengthBudget = -17.38 total count bought: 0, total strength spent: 0, remaining = -17.38 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -14.36 AIBuyShipsFromList StrengthBudget = -14.36 total count bought: 0, total strength spent: 0, remaining = -14.36 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -11.33 AIBuyShipsFromList StrengthBudget = -11.33 total count bought: 0, total strength spent: 0, remaining = -11.33 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianFlakII to guard AIShortRangeGuardPostIII SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -11.33 ******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 35 (Rasamuke), StrengthBudget = -11.33 Number of allied units on this planet = 64 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61 reinforcementStrength *= (tech level multiplier) = 23.52 reinforcementStrength *= 0.14 = 3.29 reinforcementStrength must be at most 35; = 3.29 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 9.87 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 9.87 numberShips = Floor(reinforcementStrength) = 9 numberShips led to objectsToBuild.Count being 9, adding that to strength... StrengthBudget += 9 = -2.33 --- AIBuyShipsFromList StrengthBudget = -2.33 total count bought: 0, total strength spent: 0, remaining = -2.33 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 9.08 = 6.75 AIBuyShipsFromList StrengthBudget = 6.75 bought 1 Bomber for 2 bought 1 Fighter for 2 bought 1 SpireBladeSpawner for 38.4 total count bought: 3, total strength spent: 42.4, remaining = -35.65 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 3.03 = -32.62 AIBuyShipsFromList StrengthBudget = -32.62 total count bought: 0, total strength spent: 0, remaining = -32.62 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 3.03 = -29.59 AIBuyShipsFromList StrengthBudget = -29.59 total count bought: 0, total strength spent: 0, remaining = -29.59 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 3.03 = -26.57 AIBuyShipsFromList StrengthBudget = -26.57 total count bought: 0, total strength spent: 0, remaining = -26.57 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -23.54 AIBuyShipsFromList StrengthBudget = -23.54 total count bought: 0, total strength spent: 0, remaining = -23.54 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -20.51 AIBuyShipsFromList StrengthBudget = -20.51 total count bought: 0, total strength spent: 0, remaining = -20.51 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -17.48 AIBuyShipsFromList StrengthBudget = -17.48 total count bought: 0, total strength spent: 0, remaining = -17.48 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -14.46 AIBuyShipsFromList StrengthBudget = -14.46 total count bought: 0, total strength spent: 0, remaining = -14.46 SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -14.46 ******calling SendReinforcementsToPlanet on planet 74 (Ginadmfi), StrengthBudget = -14.46 Reinforcement focus types: Fighter,Bomber,Cruiser Number of allied units on this planet = 35 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.61 reinforcementStrength *= (tech level multiplier) = 26.65 reinforcementStrength *= 0.14 = 3.73 reinforcementStrength must be at most 35; = 3.73 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 29.82 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 29.82 numberShips = Floor(reinforcementStrength) = 29 numberShips led to objectsToBuild.Count being 29, adding that to strength... StrengthBudget += 29 = 14.54 --- AIBuyShipsFromList StrengthBudget = 14.54 bought 7 FighterII for 14 bought 1 BomberII for 2 total count bought: 8, total strength spent: 16, remaining = -1.46 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 2.43 AIBuyShipsFromList StrengthBudget = 2.43 bought 1 FighterII for 2 bought 1 BomberII for 2 total count bought: 2, total strength spent: 4, remaining = -1.57 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 2.33 AIBuyShipsFromList StrengthBudget = 2.33 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -1.67 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 2.22 AIBuyShipsFromList StrengthBudget = 2.22 bought 1 InfiltratorII for 1.2 bought 1 SpireBladeSpawnerII for 38.4 total count bought: 2, total strength spent: 39.6, remaining = -37.38 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -37.38 ******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = -37.38 Reinforcement focus types: Bomber,Cruiser,Infiltrator Number of allied units on this planet = 14 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.61 reinforcementStrength *= (tech level multiplier) = 28.44 reinforcementStrength *= 0.14 = 3.98 reinforcementStrength must be at most 35; = 3.98 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 31.83 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 31.83 numberShips = Floor(reinforcementStrength) = 31 numberShips led to objectsToBuild.Count being 31, adding that to strength... StrengthBudget += 31 = -6.38 --- AIBuyShipsFromList StrengthBudget = -6.38 total count bought: 0, total strength spent: 0, remaining = -6.38 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = -2.49 AIBuyShipsFromList StrengthBudget = -2.49 total count bought: 0, total strength spent: 0, remaining = -2.49 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 1.4 AIBuyShipsFromList StrengthBudget = 1.4 bought 1 MissileShipII for 2 total count bought: 1, total strength spent: 2, remaining = -0.6 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 3.29 AIBuyShipsFromList StrengthBudget = 3.29 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -0.71 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.71 totals for planet 35 (Rasamuke); count: 10, strength: 92 totals for planet 74 (Ginadmfi); count: 14, strength: 63.6 totals for planet 85 (Savra); count: 3, strength: 6 totals for Cruiser; count: 4, strength: 8 totals for Infiltrator; count: 1, strength: 1.2 totals for MissileShip; count: 1, strength: 2 totals for SpireBladeSpawner; count: 2, strength: 76.8 totals for Bomber; count: 1, strength: 2 totals for Fighter; count: 1, strength: 2 totals for FighterII; count: 10, strength: 20 totals for BomberII; count: 4, strength: 8 totals for InfiltratorII; count: 1, strength: 1.2 totals for SpireBladeSpawnerII; count: 1, strength: 38.4 totals for MissileShipII; count: 1, strength: 2 *grand totals; count: 27, strength: 161.6 5/16/2013 11:57:53 PM (6.029) 11:19:02 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 173 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/16/2013 11:58:12 PM (6.029) 11:19:19 calling SendReinforcements PlayerNumber = 8 AIProgressionLevel = 173 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 35 (Rasamuke) (alerted) (outnumbered, +2000) reinforce priority = 2000 64 (Zoripno) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) reinforce priority = 0 10 (Suoshipzup) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 85 (Savra) (alerted) reinforce priority = 0 74 (Ginadmfi) (alerted) reinforce priority = 0 38 (Aujavo) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) (outnumbered, +2000) reinforce priority = 2000 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 52 (Amalyed) (homeworld, +500) reinforce priority = 500 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 75 (Garbanisi) (core, +300) reinforce priority = 300 63 (Zadarkroad) (core, +300) reinforce priority = 300 27 (Thercoju) (core, +300) reinforce priority = 300 9 (Binglanc) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = 0 Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform Number of allied units on this planet = 65 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61 reinforcementStrength *= (tech level multiplier) = 23.52 reinforcementStrength *= 0.14 = 3.29 reinforcementStrength must be at most 35; = 3.29 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 9.87 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.9 numberShips = Floor(reinforcementStrength) = 7 numberShips led to objectsToBuild.Count being 7, adding that to strength... StrengthBudget += 7 = 7 --- AIBuyShipsFromList StrengthBudget = 7 bought 4 Cruiser for 8 total count bought: 4, total strength spent: 8, remaining = -1 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 7.26 = 6.26 AIBuyShipsFromList StrengthBudget = 6.26 bought 1 SpireTractorPlatform for 38.4 total count bought: 1, total strength spent: 38.4, remaining = -32.14 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 2.42 = -29.72 AIBuyShipsFromList StrengthBudget = -29.72 total count bought: 0, total strength spent: 0, remaining = -29.72 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 2.42 = -27.3 AIBuyShipsFromList StrengthBudget = -27.3 total count bought: 0, total strength spent: 0, remaining = -27.3 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 2.42 = -24.87 AIBuyShipsFromList StrengthBudget = -24.87 total count bought: 0, total strength spent: 0, remaining = -24.87 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -22.45 AIBuyShipsFromList StrengthBudget = -22.45 total count bought: 0, total strength spent: 0, remaining = -22.45 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -20.03 AIBuyShipsFromList StrengthBudget = -20.03 total count bought: 0, total strength spent: 0, remaining = -20.03 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -17.61 AIBuyShipsFromList StrengthBudget = -17.61 total count bought: 0, total strength spent: 0, remaining = -17.61 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -15.19 AIBuyShipsFromList StrengthBudget = -15.19 total count bought: 0, total strength spent: 0, remaining = -15.19 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianBeamII to guard AIShortRangeGuardPostIII SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -15.19 ******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 35 (Rasamuke), StrengthBudget = -15.19 Number of allied units on this planet = 65 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 28.61 reinforcementStrength *= (tech level multiplier) = 20.02 reinforcementStrength *= 0.14 = 2.8 reinforcementStrength must be at most 35; = 2.8 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 8.4 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 6.72 numberShips = Floor(reinforcementStrength) = 6 numberShips led to objectsToBuild.Count being 6, adding that to strength... StrengthBudget += 6 = -9.19 --- AIBuyShipsFromList StrengthBudget = -9.19 total count bought: 0, total strength spent: 0, remaining = -9.19 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 7.26 = -1.93 AIBuyShipsFromList StrengthBudget = -1.93 total count bought: 0, total strength spent: 0, remaining = -1.93 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 2.42 = 0.49 AIBuyShipsFromList StrengthBudget = 0.49 bought 1 RaiderIII for 0.98 total count bought: 1, total strength spent: 0.98, remaining = -0.49 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 2.42 = 1.93 AIBuyShipsFromList StrengthBudget = 1.93 bought 1 RaiderIII for 0.98 bought 1 Cruiser for 2 total count bought: 2, total strength spent: 2.98, remaining = -1.05 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 2.42 = 1.38 AIBuyShipsFromList StrengthBudget = 1.38 bought 1 RaiderIII for 0.98 bought 1 Cruiser for 2 total count bought: 2, total strength spent: 2.98, remaining = -1.6 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 0.82 AIBuyShipsFromList StrengthBudget = 0.82 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -1.18 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 1.24 AIBuyShipsFromList StrengthBudget = 1.24 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.76 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 1.66 AIBuyShipsFromList StrengthBudget = 1.66 bought 1 RaiderIII for 0.98 bought 1 Cruiser for 2 total count bought: 2, total strength spent: 2.98, remaining = -1.32 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 1.1 AIBuyShipsFromList StrengthBudget = 1.1 bought 1 RaiderIII for 0.98 bought 1 Cruiser for 2 total count bought: 2, total strength spent: 2.98, remaining = -1.88 SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.88 ******calling SendReinforcementsToPlanet on planet 64 (Zoripno), StrengthBudget = -1.88 Reinforcement focus types: Fighter,Fighter,Fighter Number of allied units on this planet = 35 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 28.61 reinforcementStrength *= (tech level multiplier) = 25.75 reinforcementStrength *= 0.14 = 3.6 reinforcementStrength must be at most 35; = 3.6 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 25.21 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 20.16 numberShips = Floor(reinforcementStrength) = 20 numberShips led to objectsToBuild.Count being 20, adding that to strength... StrengthBudget += 20 = 18.12 --- AIBuyShipsFromList StrengthBudget = 18.12 bought 3 BomberII for 6 bought 1 FighterII for 2 bought 1 SpireTractorPlatformII for 38.4 total count bought: 5, total strength spent: 46.4, remaining = -28.28 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -25.17 AIBuyShipsFromList StrengthBudget = -25.17 total count bought: 0, total strength spent: 0, remaining = -25.17 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -22.05 AIBuyShipsFromList StrengthBudget = -22.05 total count bought: 0, total strength spent: 0, remaining = -22.05 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -18.94 AIBuyShipsFromList StrengthBudget = -18.94 total count bought: 0, total strength spent: 0, remaining = -18.94 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = -15.83 AIBuyShipsFromList StrengthBudget = -15.83 total count bought: 0, total strength spent: 0, remaining = -15.83 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -15.83 ******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = -15.83 Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter Number of allied units on this planet = 20 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61 reinforcementStrength *= (tech level multiplier) = 23.52 reinforcementStrength *= 0.14 = 3.29 reinforcementStrength must be at most 35; = 3.29 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 9.87 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.9 numberShips = Floor(reinforcementStrength) = 7 numberShips led to objectsToBuild.Count being 7, adding that to strength... StrengthBudget += 7 = -8.83 --- AIBuyShipsFromList StrengthBudget = -8.83 total count bought: 0, total strength spent: 0, remaining = -8.83 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42 ---doing pulse for AICommandStationShieldGuardPostIII StrengthBudget += 2.42 = -6.41 AIBuyShipsFromList StrengthBudget = -6.41 total count bought: 0, total strength spent: 0, remaining = -6.41 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 2.42 = -3.99 AIBuyShipsFromList StrengthBudget = -3.99 total count bought: 0, total strength spent: 0, remaining = -3.99 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 2.42 = -1.57 AIBuyShipsFromList StrengthBudget = -1.57 total count bought: 0, total strength spent: 0, remaining = -1.57 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 2.42 = 0.85 AIBuyShipsFromList StrengthBudget = 0.85 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.15 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 1.28 AIBuyShipsFromList StrengthBudget = 1.28 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.72 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 1.7 AIBuyShipsFromList StrengthBudget = 1.7 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.3 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 2.12 AIBuyShipsFromList StrengthBudget = 2.12 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.88 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 0.54 AIBuyShipsFromList StrengthBudget = 0.54 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -1.46 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.46 totals for planet 35 (Rasamuke); count: 16, strength: 63.3 totals for planet 64 (Zoripno); count: 5, strength: 46.4 totals for planet 65 (Vilbi); count: 6, strength: 12 totals for Cruiser; count: 14, strength: 28 totals for SpireTractorPlatform; count: 1, strength: 38.4 totals for RaiderIII; count: 5, strength: 4.9 totals for BomberII; count: 3, strength: 6 totals for FighterII; count: 1, strength: 2 totals for SpireTractorPlatformII; count: 1, strength: 38.4 totals for FighterIII; count: 2, strength: 4 *grand totals; count: 27, strength: 121.7 5/16/2013 11:58:12 PM (6.029) 11:19:19 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 173 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/17/2013 12:05:05 AM (6.029) 11:23:16 calling SendReinforcements PlayerNumber = 9 AIProgressionLevel = 173 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 64 (Zoripno) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) reinforce priority = 0 38 (Aujavo) (alerted) reinforce priority = 0 85 (Savra) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 74 (Ginadmfi) (alerted) reinforce priority = 0 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 52 (Amalyed) (homeworld, +500) reinforce priority = 500 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 63 (Zadarkroad) (core, +300) reinforce priority = 300 9 (Binglanc) (core, +300) reinforce priority = 300 27 (Thercoju) (core, +300) reinforce priority = 300 75 (Garbanisi) (core, +300) reinforce priority = 300 (58 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 64 (Zoripno), StrengthBudget = 0 Reinforcement focus types: Fighter,Fighter,Fighter Number of allied units on this planet = 36 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61 reinforcementStrength *= (tech level multiplier) = 30.24 reinforcementStrength *= 0.14 = 4.23 reinforcementStrength must be at most 35; = 4.23 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 29.62 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 29.62 numberShips = Floor(reinforcementStrength) = 29 numberShips led to objectsToBuild.Count being 29, adding that to strength... StrengthBudget += 29 = 29 --- AIBuyShipsFromList StrengthBudget = 29 bought 15 FighterII for 30 total count bought: 15, total strength spent: 30, remaining = -1 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 2.89 AIBuyShipsFromList StrengthBudget = 2.89 bought 1 BomberII for 2 bought 1 FighterII for 2 total count bought: 2, total strength spent: 4, remaining = -1.11 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 2.78 AIBuyShipsFromList StrengthBudget = 2.78 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -1.22 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 2.68 AIBuyShipsFromList StrengthBudget = 2.68 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -1.32 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = 2.57 AIBuyShipsFromList StrengthBudget = 2.57 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -1.43 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -1.43 ******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = -1.43 Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform Number of allied units on this planet = 22 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(5+1)) = 5 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.61 reinforcementStrength *= (tech level multiplier) = 22.12 reinforcementStrength *= 0.14 = 3.09 reinforcementStrength must be at most 35; = 3.09 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 18.57 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 18.57 numberShips = Floor(reinforcementStrength) = 18 numberShips led to objectsToBuild.Count being 18, adding that to strength... StrengthBudget += 18 = 16.57 --- AIBuyShipsFromList StrengthBudget = 16.57 bought 1 SpireBladeSpawnerIII for 38.4 total count bought: 1, total strength spent: 38.4, remaining = -21.83 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 9.08 = -12.75 AIBuyShipsFromList StrengthBudget = -12.75 total count bought: 0, total strength spent: 0, remaining = -12.75 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -9.72 AIBuyShipsFromList StrengthBudget = -9.72 total count bought: 0, total strength spent: 0, remaining = -9.72 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -6.7 AIBuyShipsFromList StrengthBudget = -6.7 total count bought: 0, total strength spent: 0, remaining = -6.7 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -3.67 AIBuyShipsFromList StrengthBudget = -3.67 total count bought: 0, total strength spent: 0, remaining = -3.67 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = -0.64 AIBuyShipsFromList StrengthBudget = -0.64 total count bought: 0, total strength spent: 0, remaining = -0.64 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianLightningII to guard OrbitalCommandStationIIAI SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -0.64 ******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = -0.64 Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter Number of allied units on this planet = 20 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.61 reinforcementStrength *= (tech level multiplier) = 21.42 reinforcementStrength *= 0.14 = 3 reinforcementStrength must be at most 35; = 3 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 8.99 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 8.99 numberShips = Floor(reinforcementStrength) = 8 numberShips led to objectsToBuild.Count being 8, adding that to strength... StrengthBudget += 8 = 7.36 --- AIBuyShipsFromList StrengthBudget = 7.36 bought 4 Cruiser for 8 total count bought: 4, total strength spent: 8, remaining = -0.64 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03 ---doing pulse for AICommandStationShieldGuardPostIII StrengthBudget += 3.03 = 2.38 AIBuyShipsFromList StrengthBudget = 2.38 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.62 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 3.03 = 1.41 AIBuyShipsFromList StrengthBudget = 1.41 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.59 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 3.03 = 2.44 AIBuyShipsFromList StrengthBudget = 2.44 bought 1 FighterIII for 2 bought 1 Cruiser for 2 total count bought: 2, total strength spent: 4, remaining = -1.56 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 3.03 = 1.47 AIBuyShipsFromList StrengthBudget = 1.47 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.53 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 2.49 AIBuyShipsFromList StrengthBudget = 2.49 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.51 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 1.52 AIBuyShipsFromList StrengthBudget = 1.52 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.48 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 2.55 AIBuyShipsFromList StrengthBudget = 2.55 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.45 ---doing pulse for WormholeCommandPost StrengthBudget += 3.03 = 1.57 AIBuyShipsFromList StrengthBudget = 1.57 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.43 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.43 ******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = -0.43 Reinforcement focus types: Bomber,Fighter,Bomber Number of allied units on this planet = 13 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 26.61 reinforcementStrength *= (tech level multiplier) = 23.95 reinforcementStrength *= 0.14 = 3.35 reinforcementStrength must be at most 35; = 3.35 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 26.8 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 26.8 numberShips = Floor(reinforcementStrength) = 26 numberShips led to objectsToBuild.Count being 26, adding that to strength... StrengthBudget += 26 = 25.57 --- AIBuyShipsFromList StrengthBudget = 25.57 bought 3 BomberII for 6 bought 2 FighterII for 4 bought 3 MissileShipII for 6 bought 3 InfiltratorII for 3.6 bought 1 SpireBladeSpawnerII for 38.4 total count bought: 12, total strength spent: 58, remaining = -32.43 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = -28.53 AIBuyShipsFromList StrengthBudget = -28.53 total count bought: 0, total strength spent: 0, remaining = -28.53 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = -24.64 AIBuyShipsFromList StrengthBudget = -24.64 total count bought: 0, total strength spent: 0, remaining = -24.64 ---doing pulse for WormholeCommandPost StrengthBudget += 3.89 = -20.75 AIBuyShipsFromList StrengthBudget = -20.75 total count bought: 0, total strength spent: 0, remaining = -20.75 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -20.75 totals for planet 64 (Zoripno); count: 23, strength: 46 totals for planet 35 (Rasamuke); count: 1, strength: 38.4 totals for planet 65 (Vilbi); count: 16, strength: 32 totals for planet 38 (Aujavo); count: 12, strength: 58 totals for FighterII; count: 24, strength: 48 totals for BomberII; count: 4, strength: 8 totals for SpireBladeSpawnerIII; count: 1, strength: 38.4 totals for Cruiser; count: 15, strength: 30 totals for FighterIII; count: 1, strength: 2 totals for MissileShipII; count: 3, strength: 6 totals for InfiltratorII; count: 3, strength: 3.6 totals for SpireBladeSpawnerII; count: 1, strength: 38.4 *grand totals; count: 52, strength: 174.4 5/17/2013 12:05:05 AM (6.029) 11:23:16 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 173 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/17/2013 12:05:34 AM (6.029) 11:23:32 calling SendReinforcements PlayerNumber = 8 AIProgressionLevel = 173 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Veryode) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) reinforce priority = 0 74 (Ginadmfi) (alerted) reinforce priority = 0 85 (Savra) (alerted) reinforce priority = 0 38 (Aujavo) (alerted) reinforce priority = 0 64 (Zoripno) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) reinforce priority = 0 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 52 (Amalyed) (homeworld, +500) reinforce priority = 500 75 (Garbanisi) (core, +300) reinforce priority = 300 63 (Zadarkroad) (core, +300) reinforce priority = 300 27 (Thercoju) (core, +300) reinforce priority = 300 9 (Binglanc) (core, +300) reinforce priority = 300 (58 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 37 (Veryode), StrengthBudget = 0 Reinforcement focus types: Fighter,SpireTractorPlatform,Cruiser Number of allied units on this planet = 68 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61 reinforcementStrength *= (tech level multiplier) = 23.52 reinforcementStrength *= 0.14 = 3.29 reinforcementStrength must be at most 35; = 3.29 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 23.04 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 18.42 numberShips = Floor(reinforcementStrength) = 18 numberShips led to objectsToBuild.Count being 18, adding that to strength... StrengthBudget += 18 = 18 --- AIBuyShipsFromList StrengthBudget = 18 bought 9 BomberIII for 18 total count bought: 9, total strength spent: 18, remaining = 0 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = 2.42 AIBuyShipsFromList StrengthBudget = 2.42 bought 1 SpireTractorPlatformIII for 38.4 total count bought: 1, total strength spent: 38.4, remaining = -35.98 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -33.56 AIBuyShipsFromList StrengthBudget = -33.56 total count bought: 0, total strength spent: 0, remaining = -33.56 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -31.14 AIBuyShipsFromList StrengthBudget = -31.14 total count bought: 0, total strength spent: 0, remaining = -31.14 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -28.72 AIBuyShipsFromList StrengthBudget = -28.72 total count bought: 0, total strength spent: 0, remaining = -28.72 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -28.72 ******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = -28.72 Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter Number of allied units on this planet = 36 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.61 reinforcementStrength *= (tech level multiplier) = 21.42 reinforcementStrength *= 0.14 = 3 reinforcementStrength must be at most 35; = 3 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 8.99 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.19 numberShips = Floor(reinforcementStrength) = 7 numberShips led to objectsToBuild.Count being 7, adding that to strength... StrengthBudget += 7 = -21.72 --- AIBuyShipsFromList StrengthBudget = -21.72 total count bought: 0, total strength spent: 0, remaining = -21.72 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42 ---doing pulse for AICommandStationShieldGuardPostIII StrengthBudget += 2.42 = -19.3 AIBuyShipsFromList StrengthBudget = -19.3 total count bought: 0, total strength spent: 0, remaining = -19.3 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 2.42 = -16.87 AIBuyShipsFromList StrengthBudget = -16.87 total count bought: 0, total strength spent: 0, remaining = -16.87 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 2.42 = -14.45 AIBuyShipsFromList StrengthBudget = -14.45 total count bought: 0, total strength spent: 0, remaining = -14.45 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 2.42 = -12.03 AIBuyShipsFromList StrengthBudget = -12.03 total count bought: 0, total strength spent: 0, remaining = -12.03 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -9.61 AIBuyShipsFromList StrengthBudget = -9.61 total count bought: 0, total strength spent: 0, remaining = -9.61 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -7.19 AIBuyShipsFromList StrengthBudget = -7.19 total count bought: 0, total strength spent: 0, remaining = -7.19 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -4.77 AIBuyShipsFromList StrengthBudget = -4.77 total count bought: 0, total strength spent: 0, remaining = -4.77 ---doing pulse for WormholeCommandPost StrengthBudget += 2.42 = -2.35 AIBuyShipsFromList StrengthBudget = -2.35 total count bought: 0, total strength spent: 0, remaining = -2.35 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -2.35 ******calling SendReinforcementsToPlanet on planet 74 (Ginadmfi), StrengthBudget = -2.35 Reinforcement focus types: Fighter,Bomber,Cruiser Number of allied units on this planet = 35 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.61 reinforcementStrength *= (tech level multiplier) = 28.44 reinforcementStrength *= 0.14 = 3.98 reinforcementStrength must be at most 35; = 3.98 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 31.83 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 25.46 numberShips = Floor(reinforcementStrength) = 25 numberShips led to objectsToBuild.Count being 25, adding that to strength... StrengthBudget += 25 = 22.65 --- AIBuyShipsFromList StrengthBudget = 22.65 bought 5 BomberII for 10 bought 7 FighterII for 14 total count bought: 12, total strength spent: 24, remaining = -1.35 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 1.76 AIBuyShipsFromList StrengthBudget = 1.76 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.24 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 2.88 AIBuyShipsFromList StrengthBudget = 2.88 bought 1 BomberII for 2 bought 1 FighterII for 2 total count bought: 2, total strength spent: 4, remaining = -1.12 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 1.99 AIBuyShipsFromList StrengthBudget = 1.99 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.01 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.01 ******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = -0.01 Reinforcement focus types: Bomber,Cruiser,Infiltrator Number of allied units on this planet = 14 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 27.61 reinforcementStrength *= (tech level multiplier) = 24.85 reinforcementStrength *= 0.14 = 3.48 reinforcementStrength must be at most 35; = 3.48 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 27.8 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 22.24 numberShips = Floor(reinforcementStrength) = 22 numberShips led to objectsToBuild.Count being 22, adding that to strength... StrengthBudget += 22 = 21.99 --- AIBuyShipsFromList StrengthBudget = 21.99 bought 9 BomberII for 18 bought 2 MissileShipII for 4 total count bought: 11, total strength spent: 22, remaining = -0.01 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.32 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 3.1 AIBuyShipsFromList StrengthBudget = 3.1 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -0.9 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 2.21 AIBuyShipsFromList StrengthBudget = 2.21 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -1.79 ---doing pulse for WormholeCommandPost StrengthBudget += 3.11 = 1.33 AIBuyShipsFromList StrengthBudget = 1.33 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.67 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.67 totals for planet 37 (Veryode); count: 10, strength: 56.4 totals for planet 74 (Ginadmfi); count: 16, strength: 32 totals for planet 85 (Savra); count: 16, strength: 32 totals for BomberIII; count: 9, strength: 18 totals for SpireTractorPlatformIII; count: 1, strength: 38.4 totals for BomberII; count: 21, strength: 42 totals for FighterII; count: 9, strength: 18 totals for MissileShipII; count: 2, strength: 4 *grand totals; count: 42, strength: 120.4 5/17/2013 12:05:34 AM (6.029) 11:23:32 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 173 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/17/2013 12:12:52 AM (6.029) 11:27:30 calling SendReinforcements PlayerNumber = 9 AIProgressionLevel = 174 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 85 (Savra) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) reinforce priority = 0 74 (Ginadmfi) (alerted) reinforce priority = 0 64 (Zoripno) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 38 (Aujavo) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) reinforce priority = 0 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 52 (Amalyed) (homeworld, +500) reinforce priority = 500 63 (Zadarkroad) (core, +300) reinforce priority = 300 27 (Thercoju) (core, +300) reinforce priority = 300 9 (Binglanc) (core, +300) reinforce priority = 300 75 (Garbanisi) (core, +300) reinforce priority = 300 (58 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = 0 Reinforcement focus types: Bomber,Cruiser,Infiltrator Number of allied units on this planet = 14 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.68 reinforcementStrength *= (tech level multiplier) = 27.61 reinforcementStrength *= 0.14 = 3.86 reinforcementStrength must be at most 35; = 3.86 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 30.9 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 30.9 numberShips = Floor(reinforcementStrength) = 30 numberShips led to objectsToBuild.Count being 30, adding that to strength... StrengthBudget += 30 = 30 --- AIBuyShipsFromList StrengthBudget = 30 bought 11 BomberII for 22 bought 3 MissileShipII for 6 bought 2 InfiltratorII for 2.4 total count bought: 16, total strength spent: 30.4, remaining = -0.4 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.91 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.91 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.91 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.91 ---doing pulse for WormholeCommandPost StrengthBudget += 3.91 = 3.51 AIBuyShipsFromList StrengthBudget = 3.51 bought 1 BomberII for 2 bought 1 InfiltratorII for 1.2 bought 1 MissileShipII for 2 total count bought: 3, total strength spent: 5.2, remaining = -1.68 ---doing pulse for WormholeCommandPost StrengthBudget += 3.91 = 2.23 AIBuyShipsFromList StrengthBudget = 2.23 bought 1 MissileShipII for 2 bought 1 BomberII for 2 total count bought: 2, total strength spent: 4, remaining = -1.77 ---doing pulse for WormholeCommandPost StrengthBudget += 3.91 = 2.14 AIBuyShipsFromList StrengthBudget = 2.14 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -1.86 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -1.86 ******calling SendReinforcementsToPlanet on planet 37 (Veryode), StrengthBudget = -1.86 Reinforcement focus types: Fighter,SpireTractorPlatform,Cruiser Number of allied units on this planet = 68 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.68 reinforcementStrength *= (tech level multiplier) = 23.57 reinforcementStrength *= 0.14 = 3.3 reinforcementStrength must be at most 35; = 3.3 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 23.08 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 23.08 numberShips = Floor(reinforcementStrength) = 23 numberShips led to objectsToBuild.Count being 23, adding that to strength... StrengthBudget += 23 = 21.14 --- AIBuyShipsFromList StrengthBudget = 21.14 bought 18 InfiltratorIII for 21.59 total count bought: 18, total strength spent: 21.59, remaining = -0.45 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.04 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = 2.59 AIBuyShipsFromList StrengthBudget = 2.59 bought 2 FighterIII for 4 total count bought: 2, total strength spent: 4, remaining = -1.41 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = 1.64 AIBuyShipsFromList StrengthBudget = 1.64 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.36 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = 2.68 AIBuyShipsFromList StrengthBudget = 2.68 bought 1 Cruiser for 2 bought 1 FighterIII for 2 total count bought: 2, total strength spent: 4, remaining = -1.32 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = 1.73 AIBuyShipsFromList StrengthBudget = 1.73 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.27 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -0.27 ******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = -0.27 Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter Number of allied units on this planet = 20 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.68 reinforcementStrength *= (tech level multiplier) = 22.17 reinforcementStrength *= 0.14 = 3.1 reinforcementStrength must be at most 35; = 3.1 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 9.31 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 9.31 numberShips = Floor(reinforcementStrength) = 9 numberShips led to objectsToBuild.Count being 9, adding that to strength... StrengthBudget += 9 = 8.73 --- AIBuyShipsFromList StrengthBudget = 8.73 bought 1 FighterIII for 2 bought 4 Cruiser for 8 total count bought: 5, total strength spent: 10, remaining = -1.27 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.04 ---doing pulse for AICommandStationShieldGuardPostIII StrengthBudget += 3.04 = 1.77 AIBuyShipsFromList StrengthBudget = 1.77 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.23 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 3.04 = 2.82 AIBuyShipsFromList StrengthBudget = 2.82 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.18 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 3.04 = 1.86 AIBuyShipsFromList StrengthBudget = 1.86 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.14 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 3.04 = 2.91 AIBuyShipsFromList StrengthBudget = 2.91 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.09 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = 1.95 AIBuyShipsFromList StrengthBudget = 1.95 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.05 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = 3 AIBuyShipsFromList StrengthBudget = 3 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = 2.04 AIBuyShipsFromList StrengthBudget = 2.04 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.96 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = 1.09 AIBuyShipsFromList StrengthBudget = 1.09 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.91 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.91 ******calling SendReinforcementsToPlanet on planet 74 (Ginadmfi), StrengthBudget = -0.91 Reinforcement focus types: Fighter,Bomber,Cruiser Number of allied units on this planet = 35 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.68 reinforcementStrength *= (tech level multiplier) = 30.31 reinforcementStrength *= 0.14 = 4.24 reinforcementStrength must be at most 35; = 4.24 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 33.92 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 33.92 numberShips = Floor(reinforcementStrength) = 33 numberShips led to objectsToBuild.Count being 33, adding that to strength... StrengthBudget += 33 = 32.09 --- AIBuyShipsFromList StrengthBudget = 32.09 bought 1 MissileShipII for 2 bought 13 FighterII for 26 bought 3 BomberII for 6 total count bought: 17, total strength spent: 34, remaining = -1.91 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.91 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.91 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.91 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.91 ---doing pulse for WormholeCommandPost StrengthBudget += 3.91 = 2 AIBuyShipsFromList StrengthBudget = 2 bought 1 MissileShipII for 2 total count bought: 1, total strength spent: 2, remaining = 0 ---doing pulse for WormholeCommandPost StrengthBudget += 3.91 = 3.91 AIBuyShipsFromList StrengthBudget = 3.91 bought 1 FighterII for 2 bought 1 BomberII for 2 total count bought: 2, total strength spent: 4, remaining = -0.09 ---doing pulse for WormholeCommandPost StrengthBudget += 3.91 = 3.83 AIBuyShipsFromList StrengthBudget = 3.83 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -0.17 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.17 totals for planet 85 (Savra); count: 23, strength: 43.6 totals for planet 37 (Veryode); count: 24, strength: 33.59 totals for planet 65 (Vilbi); count: 17, strength: 34 totals for planet 74 (Ginadmfi); count: 22, strength: 44 totals for BomberII; count: 19, strength: 38 totals for MissileShipII; count: 7, strength: 14 totals for InfiltratorII; count: 3, strength: 3.6 totals for InfiltratorIII; count: 18, strength: 21.59 totals for FighterIII; count: 8, strength: 16 totals for Cruiser; count: 15, strength: 30 totals for FighterII; count: 16, strength: 32 *grand totals; count: 86, strength: 155.19 5/17/2013 12:12:52 AM (6.029) 11:27:30 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 174 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/17/2013 12:13:08 AM (6.029) 11:27:46 calling SendReinforcements PlayerNumber = 8 AIProgressionLevel = 174 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 38 (Aujavo) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 64 (Zoripno) (alerted) reinforce priority = 0 85 (Savra) (alerted) reinforce priority = 0 74 (Ginadmfi) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 52 (Amalyed) (homeworld, +500) reinforce priority = 500 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 27 (Thercoju) (core, +300) reinforce priority = 300 9 (Binglanc) (core, +300) reinforce priority = 300 75 (Garbanisi) (core, +300) reinforce priority = 300 63 (Zadarkroad) (core, +300) reinforce priority = 300 (58 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = 0 Reinforcement focus types: Bomber,Fighter,Bomber Number of allied units on this planet = 12 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.68 reinforcementStrength *= (tech level multiplier) = 27.61 reinforcementStrength *= 0.14 = 3.86 reinforcementStrength must be at most 35; = 3.86 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 30.9 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 24.71 numberShips = Floor(reinforcementStrength) = 24 numberShips led to objectsToBuild.Count being 24, adding that to strength... StrengthBudget += 24 = 24 --- AIBuyShipsFromList StrengthBudget = 24 bought 24 AutocannonMinipodII for 23.51 total count bought: 24, total strength spent: 23.51, remaining = 0.49 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.91 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.91 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.91 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.13 ---doing pulse for WormholeCommandPost StrengthBudget += 3.13 = 3.62 AIBuyShipsFromList StrengthBudget = 3.62 bought 1 FighterII for 2 bought 1 BomberII for 2 total count bought: 2, total strength spent: 4, remaining = -0.38 ---doing pulse for WormholeCommandPost StrengthBudget += 3.13 = 2.75 AIBuyShipsFromList StrengthBudget = 2.75 bought 1 FighterII for 2 bought 1 BomberII for 2 total count bought: 2, total strength spent: 4, remaining = -1.25 ---doing pulse for WormholeCommandPost StrengthBudget += 3.13 = 1.88 AIBuyShipsFromList StrengthBudget = 1.88 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.12 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.12 ******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = -0.12 Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter Number of allied units on this planet = 37 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.68 reinforcementStrength *= (tech level multiplier) = 23.57 reinforcementStrength *= 0.14 = 3.3 reinforcementStrength must be at most 35; = 3.3 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 9.89 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.91 numberShips = Floor(reinforcementStrength) = 7 numberShips led to objectsToBuild.Count being 7, adding that to strength... StrengthBudget += 7 = 6.88 --- AIBuyShipsFromList StrengthBudget = 6.88 bought 1 SpireTractorPlatformIII for 38.4 total count bought: 1, total strength spent: 38.4, remaining = -31.52 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.44 ---doing pulse for AICommandStationShieldGuardPostIII StrengthBudget += 2.44 = -29.08 AIBuyShipsFromList StrengthBudget = -29.08 total count bought: 0, total strength spent: 0, remaining = -29.08 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 2.44 = -26.65 AIBuyShipsFromList StrengthBudget = -26.65 total count bought: 0, total strength spent: 0, remaining = -26.65 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 2.44 = -24.21 AIBuyShipsFromList StrengthBudget = -24.21 total count bought: 0, total strength spent: 0, remaining = -24.21 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 2.44 = -21.78 AIBuyShipsFromList StrengthBudget = -21.78 total count bought: 0, total strength spent: 0, remaining = -21.78 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = -19.34 AIBuyShipsFromList StrengthBudget = -19.34 total count bought: 0, total strength spent: 0, remaining = -19.34 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = -16.91 AIBuyShipsFromList StrengthBudget = -16.91 total count bought: 0, total strength spent: 0, remaining = -16.91 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = -14.47 AIBuyShipsFromList StrengthBudget = -14.47 total count bought: 0, total strength spent: 0, remaining = -14.47 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = -12.04 AIBuyShipsFromList StrengthBudget = -12.04 total count bought: 0, total strength spent: 0, remaining = -12.04 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -12.04 ******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = -12.04 Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform Number of allied units on this planet = 14 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.68 reinforcementStrength *= (tech level multiplier) = 22.17 reinforcementStrength *= 0.14 = 3.1 reinforcementStrength must be at most 35; = 3.1 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 21.71 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 17.37 numberShips = Floor(reinforcementStrength) = 17 numberShips led to objectsToBuild.Count being 17, adding that to strength... StrengthBudget += 17 = 4.96 --- AIBuyShipsFromList StrengthBudget = 4.96 bought 3 Cruiser for 6 total count bought: 3, total strength spent: 6, remaining = -1.04 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.44 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = 1.4 AIBuyShipsFromList StrengthBudget = 1.4 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.6 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = 1.83 AIBuyShipsFromList StrengthBudget = 1.83 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.17 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = 2.27 AIBuyShipsFromList StrengthBudget = 2.27 bought 1 RaiderIII for 0.98 bought 1 Cruiser for 2 total count bought: 2, total strength spent: 2.98, remaining = -0.71 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = 1.73 AIBuyShipsFromList StrengthBudget = 1.73 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.27 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianLightningII to guard OrbitalCommandStationIIAI SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.27 ******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = -0.27 Reinforcement focus types: Fighter,Infiltrator,Fighter Number of allied units on this planet = 12 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 27.68 reinforcementStrength *= (tech level multiplier) = 19.37 reinforcementStrength *= 0.14 = 2.71 reinforcementStrength must be at most 35; = 2.71 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 21.68 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 17.34 numberShips = Floor(reinforcementStrength) = 17 numberShips led to objectsToBuild.Count being 17, adding that to strength... StrengthBudget += 17 = 16.73 --- AIBuyShipsFromList StrengthBudget = 16.73 bought 9 FighterIII for 18 total count bought: 9, total strength spent: 18, remaining = -1.27 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.44 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = 1.16 AIBuyShipsFromList StrengthBudget = 1.16 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.84 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = 1.6 AIBuyShipsFromList StrengthBudget = 1.6 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.4 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = 2.03 AIBuyShipsFromList StrengthBudget = 2.03 bought 2 FighterIII for 4 total count bought: 2, total strength spent: 4, remaining = -1.97 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.97 totals for planet 38 (Aujavo); count: 29, strength: 33.51 totals for planet 65 (Vilbi); count: 1, strength: 38.4 totals for planet 35 (Rasamuke); count: 8, strength: 14.98 totals for planet 80 (Moatgeoao); count: 13, strength: 26 totals for AutocannonMinipodII; count: 24, strength: 23.51 totals for FighterII; count: 3, strength: 6 totals for BomberII; count: 2, strength: 4 totals for SpireTractorPlatformIII; count: 1, strength: 38.4 totals for Cruiser; count: 7, strength: 14 totals for RaiderIII; count: 1, strength: 0.98 totals for FighterIII; count: 13, strength: 26 *grand totals; count: 51, strength: 112.89 5/17/2013 12:13:08 AM (6.029) 11:27:46 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 174 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/17/2013 12:20:30 AM (6.029) 11:31:43 calling SendReinforcements PlayerNumber = 9 AIProgressionLevel = 174 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 38 (Aujavo) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) reinforce priority = 0 85 (Savra) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) reinforce priority = 0 74 (Ginadmfi) (alerted) reinforce priority = 0 64 (Zoripno) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 52 (Amalyed) (homeworld, +500) reinforce priority = 500 27 (Thercoju) (core, +300) reinforce priority = 300 9 (Binglanc) (core, +300) reinforce priority = 300 75 (Garbanisi) (core, +300) reinforce priority = 300 63 (Zadarkroad) (core, +300) reinforce priority = 300 (58 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = 0 Reinforcement focus types: Bomber,Fighter,Bomber Number of allied units on this planet = 12 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.68 reinforcementStrength *= (tech level multiplier) = 30.31 reinforcementStrength *= 0.14 = 4.24 reinforcementStrength must be at most 35; = 4.24 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 33.92 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 33.92 numberShips = Floor(reinforcementStrength) = 33 numberShips led to objectsToBuild.Count being 33, adding that to strength... StrengthBudget += 33 = 33 --- AIBuyShipsFromList StrengthBudget = 33 bought 4 FighterII for 8 bought 4 MissileShipII for 8 bought 6 InfiltratorII for 7.2 bought 5 BomberII for 10 total count bought: 19, total strength spent: 33.2, remaining = -0.2 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.91 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.91 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.91 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.91 ---doing pulse for WormholeCommandPost StrengthBudget += 3.91 = 3.72 AIBuyShipsFromList StrengthBudget = 3.72 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -0.28 ---doing pulse for WormholeCommandPost StrengthBudget += 3.91 = 3.63 AIBuyShipsFromList StrengthBudget = 3.63 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -0.37 ---doing pulse for WormholeCommandPost StrengthBudget += 3.91 = 3.54 AIBuyShipsFromList StrengthBudget = 3.54 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -0.46 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.46 ******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = -0.46 Reinforcement focus types: Fighter,Infiltrator,Fighter Number of allied units on this planet = 12 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.68 reinforcementStrength *= (tech level multiplier) = 23.57 reinforcementStrength *= 0.14 = 3.3 reinforcementStrength must be at most 35; = 3.3 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 26.38 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 26.38 numberShips = Floor(reinforcementStrength) = 26 numberShips led to objectsToBuild.Count being 26, adding that to strength... StrengthBudget += 26 = 25.54 --- AIBuyShipsFromList StrengthBudget = 25.54 bought 1 BomberIII for 2 bought 1 FighterIII for 2 bought 2 InfiltratorIII for 2.4 bought 1 SpireBladeSpawnerIII for 38.4 total count bought: 5, total strength spent: 44.8, remaining = -19.25 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.04 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = -16.21 AIBuyShipsFromList StrengthBudget = -16.21 total count bought: 0, total strength spent: 0, remaining = -16.21 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = -13.17 AIBuyShipsFromList StrengthBudget = -13.17 total count bought: 0, total strength spent: 0, remaining = -13.17 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = -10.12 AIBuyShipsFromList StrengthBudget = -10.12 total count bought: 0, total strength spent: 0, remaining = -10.12 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -10.12 ******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = -10.12 Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter Number of allied units on this planet = 20 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 26.68 reinforcementStrength *= (tech level multiplier) = 18.67 reinforcementStrength *= 0.14 = 2.61 reinforcementStrength must be at most 35; = 2.61 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 7.84 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.84 numberShips = Floor(reinforcementStrength) = 7 numberShips led to objectsToBuild.Count being 7, adding that to strength... StrengthBudget += 7 = -3.12 --- AIBuyShipsFromList StrengthBudget = -3.12 total count bought: 0, total strength spent: 0, remaining = -3.12 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.04 ---doing pulse for AICommandStationShieldGuardPostIII StrengthBudget += 3.04 = -0.08 AIBuyShipsFromList StrengthBudget = -0.08 total count bought: 0, total strength spent: 0, remaining = -0.08 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 3.04 = 2.97 AIBuyShipsFromList StrengthBudget = 2.97 bought 1 FighterIII for 2 bought 1 Cruiser for 2 total count bought: 2, total strength spent: 4, remaining = -1.03 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 3.04 = 2.01 AIBuyShipsFromList StrengthBudget = 2.01 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.99 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 3.04 = 1.06 AIBuyShipsFromList StrengthBudget = 1.06 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.94 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = 2.1 AIBuyShipsFromList StrengthBudget = 2.1 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.9 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = 1.15 AIBuyShipsFromList StrengthBudget = 1.15 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.85 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = 2.19 AIBuyShipsFromList StrengthBudget = 2.19 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.81 ---doing pulse for WormholeCommandPost StrengthBudget += 3.04 = 1.24 AIBuyShipsFromList StrengthBudget = 1.24 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.76 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.76 ******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = -0.76 Reinforcement focus types: Bomber,Cruiser,Infiltrator Number of allied units on this planet = 14 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.68 reinforcementStrength *= (tech level multiplier) = 27.61 reinforcementStrength *= 0.14 = 3.86 reinforcementStrength must be at most 35; = 3.86 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 30.9 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 30.9 numberShips = Floor(reinforcementStrength) = 30 numberShips led to objectsToBuild.Count being 30, adding that to strength... StrengthBudget += 30 = 29.24 --- AIBuyShipsFromList StrengthBudget = 29.24 bought 3 MissileShipII for 6 bought 12 BomberII for 24 bought 1 InfiltratorII for 1.2 total count bought: 16, total strength spent: 31.2, remaining = -1.96 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.91 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.91 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.91 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.91 ---doing pulse for WormholeCommandPost StrengthBudget += 3.91 = 1.95 AIBuyShipsFromList StrengthBudget = 1.95 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.05 ---doing pulse for WormholeCommandPost StrengthBudget += 3.91 = 3.87 AIBuyShipsFromList StrengthBudget = 3.87 bought 1 BomberII for 2 bought 1 MissileShipII for 2 total count bought: 2, total strength spent: 4, remaining = -0.13 ---doing pulse for WormholeCommandPost StrengthBudget += 3.91 = 3.78 AIBuyShipsFromList StrengthBudget = 3.78 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -0.22 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.22 totals for planet 38 (Aujavo); count: 25, strength: 45.2 totals for planet 80 (Moatgeoao); count: 5, strength: 44.8 totals for planet 65 (Vilbi); count: 11, strength: 22 totals for planet 85 (Savra); count: 21, strength: 41.2 totals for FighterII; count: 4, strength: 8 totals for MissileShipII; count: 8, strength: 16 totals for InfiltratorII; count: 7, strength: 8.4 totals for BomberII; count: 27, strength: 54 totals for BomberIII; count: 1, strength: 2 totals for FighterIII; count: 2, strength: 4 totals for InfiltratorIII; count: 2, strength: 2.4 totals for SpireBladeSpawnerIII; count: 1, strength: 38.4 totals for Cruiser; count: 10, strength: 20 *grand totals; count: 62, strength: 153.2 5/17/2013 12:20:30 AM (6.029) 11:31:43 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 174 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/17/2013 12:20:47 AM (6.029) 11:32:00 calling SendReinforcements PlayerNumber = 8 AIProgressionLevel = 174 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 38 (Aujavo) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) reinforce priority = 0 85 (Savra) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 74 (Ginadmfi) (alerted) reinforce priority = 0 64 (Zoripno) (alerted) reinforce priority = 0 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 52 (Amalyed) (homeworld, +500) reinforce priority = 500 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 9 (Binglanc) (core, +300) reinforce priority = 300 27 (Thercoju) (core, +300) reinforce priority = 300 75 (Garbanisi) (core, +300) reinforce priority = 300 63 (Zadarkroad) (core, +300) reinforce priority = 300 (58 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = 0 Reinforcement focus types: Bomber,Fighter,Bomber Number of allied units on this planet = 37 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.68 reinforcementStrength *= (tech level multiplier) = 28.51 reinforcementStrength *= 0.14 = 3.99 reinforcementStrength must be at most 35; = 3.99 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 31.9 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 25.52 numberShips = Floor(reinforcementStrength) = 25 numberShips led to objectsToBuild.Count being 25, adding that to strength... StrengthBudget += 25 = 25 --- AIBuyShipsFromList StrengthBudget = 25 bought 12 BomberII for 24 bought 1 MissileShipII for 2 bought 1 RaiderII for 0.98 total count bought: 14, total strength spent: 26.98, remaining = -1.98 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.91 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.91 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.91 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.13 ---doing pulse for WormholeCommandPost StrengthBudget += 3.13 = 1.15 AIBuyShipsFromList StrengthBudget = 1.15 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.85 ---doing pulse for WormholeCommandPost StrengthBudget += 3.13 = 2.28 AIBuyShipsFromList StrengthBudget = 2.28 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -1.72 ---doing pulse for WormholeCommandPost StrengthBudget += 3.13 = 1.41 AIBuyShipsFromList StrengthBudget = 1.41 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.59 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.59 ******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = -0.59 Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform Number of allied units on this planet = 14 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 27.68 reinforcementStrength *= (tech level multiplier) = 19.37 reinforcementStrength *= 0.14 = 2.71 reinforcementStrength must be at most 35; = 2.71 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 18.97 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 15.17 numberShips = Floor(reinforcementStrength) = 15 numberShips led to objectsToBuild.Count being 15, adding that to strength... StrengthBudget += 15 = 14.41 --- AIBuyShipsFromList StrengthBudget = 14.41 bought 6 BomberIII for 12 bought 1 SpireTractorPlatformIII for 38.4 total count bought: 7, total strength spent: 50.4, remaining = -35.99 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.44 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = -33.55 AIBuyShipsFromList StrengthBudget = -33.55 total count bought: 0, total strength spent: 0, remaining = -33.55 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = -31.12 AIBuyShipsFromList StrengthBudget = -31.12 total count bought: 0, total strength spent: 0, remaining = -31.12 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = -28.68 AIBuyShipsFromList StrengthBudget = -28.68 total count bought: 0, total strength spent: 0, remaining = -28.68 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = -26.25 AIBuyShipsFromList StrengthBudget = -26.25 total count bought: 0, total strength spent: 0, remaining = -26.25 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -26.25 ******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = -26.25 Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter Number of allied units on this planet = 31 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.68 reinforcementStrength *= (tech level multiplier) = 22.87 reinforcementStrength *= 0.14 = 3.2 reinforcementStrength must be at most 35; = 3.2 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 9.6 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.68 numberShips = Floor(reinforcementStrength) = 7 numberShips led to objectsToBuild.Count being 7, adding that to strength... StrengthBudget += 7 = -19.25 --- AIBuyShipsFromList StrengthBudget = -19.25 total count bought: 0, total strength spent: 0, remaining = -19.25 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.44 ---doing pulse for AICommandStationShieldGuardPostIII StrengthBudget += 2.44 = -16.81 AIBuyShipsFromList StrengthBudget = -16.81 total count bought: 0, total strength spent: 0, remaining = -16.81 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 2.44 = -14.38 AIBuyShipsFromList StrengthBudget = -14.38 total count bought: 0, total strength spent: 0, remaining = -14.38 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 2.44 = -11.94 AIBuyShipsFromList StrengthBudget = -11.94 total count bought: 0, total strength spent: 0, remaining = -11.94 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 2.44 = -9.51 AIBuyShipsFromList StrengthBudget = -9.51 total count bought: 0, total strength spent: 0, remaining = -9.51 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = -7.07 AIBuyShipsFromList StrengthBudget = -7.07 total count bought: 0, total strength spent: 0, remaining = -7.07 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = -4.64 AIBuyShipsFromList StrengthBudget = -4.64 total count bought: 0, total strength spent: 0, remaining = -4.64 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = -2.2 AIBuyShipsFromList StrengthBudget = -2.2 total count bought: 0, total strength spent: 0, remaining = -2.2 ---doing pulse for WormholeCommandPost StrengthBudget += 2.44 = 0.23 AIBuyShipsFromList StrengthBudget = 0.23 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -1.77 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -1.77 ******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = -1.77 Reinforcement focus types: Bomber,Cruiser,Infiltrator Number of allied units on this planet = 35 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.68 reinforcementStrength *= (tech level multiplier) = 30.31 reinforcementStrength *= 0.14 = 4.24 reinforcementStrength must be at most 35; = 4.24 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 33.92 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 27.13 numberShips = Floor(reinforcementStrength) = 27 numberShips led to objectsToBuild.Count being 27, adding that to strength... StrengthBudget += 27 = 25.23 --- AIBuyShipsFromList StrengthBudget = 25.23 bought 10 BomberII for 20 bought 3 MissileShipII for 6 total count bought: 13, total strength spent: 26, remaining = -0.77 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.35 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.91 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.91 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.91 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.13 ---doing pulse for WormholeCommandPost StrengthBudget += 3.13 = 2.36 AIBuyShipsFromList StrengthBudget = 2.36 bought 1 AutocannonMinipodII for 0.98 bought 1 SpireTractorPlatformII for 38.4 total count bought: 2, total strength spent: 39.38, remaining = -37.02 ---doing pulse for WormholeCommandPost StrengthBudget += 3.13 = -33.89 AIBuyShipsFromList StrengthBudget = -33.89 total count bought: 0, total strength spent: 0, remaining = -33.89 ---doing pulse for WormholeCommandPost StrengthBudget += 3.13 = -30.75 AIBuyShipsFromList StrengthBudget = -30.75 total count bought: 0, total strength spent: 0, remaining = -30.75 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -30.75 totals for planet 38 (Aujavo); count: 18, strength: 34.98 totals for planet 35 (Rasamuke); count: 7, strength: 50.4 totals for planet 65 (Vilbi); count: 1, strength: 2 totals for planet 85 (Savra); count: 15, strength: 65.38 totals for BomberII; count: 26, strength: 52 totals for MissileShipII; count: 4, strength: 8 totals for RaiderII; count: 1, strength: 0.98 totals for BomberIII; count: 6, strength: 12 totals for SpireTractorPlatformIII; count: 1, strength: 38.4 totals for Cruiser; count: 1, strength: 2 totals for AutocannonMinipodII; count: 1, strength: 0.98 totals for SpireTractorPlatformII; count: 1, strength: 38.4 *grand totals; count: 41, strength: 152.76 5/17/2013 12:20:47 AM (6.029) 11:32:00 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 174 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/17/2013 12:28:50 AM (6.029) 11:35:57 calling SendReinforcements PlayerNumber = 9 AIProgressionLevel = 194 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 65 (Vilbi) (alerted) (outnumbered, +2000) reinforce priority = 2000 85 (Savra) (alerted) reinforce priority = 0 74 (Ginadmfi) (alerted) reinforce priority = 0 38 (Aujavo) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) reinforce priority = 0 64 (Zoripno) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) (outnumbered, +2000) reinforce priority = 2000 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 52 (Amalyed) (homeworld, +500) reinforce priority = 500 63 (Zadarkroad) (core, +300) reinforce priority = 300 27 (Thercoju) (core, +300) reinforce priority = 300 75 (Garbanisi) (core, +300) reinforce priority = 300 9 (Binglanc) (core, +300) reinforce priority = 300 (58 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = 0 Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter Number of allied units on this planet = 26 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (2 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(5+1)) = 5 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.08 reinforcementStrength *= (tech level multiplier) = 20.35 reinforcementStrength *= 0.14 = 2.85 reinforcementStrength must be at most 35; = 2.85 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 17.08 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 17.08 numberShips = Floor(reinforcementStrength) = 17 numberShips led to objectsToBuild.Count being 17, adding that to strength... StrengthBudget += 17 = 17 --- AIBuyShipsFromList StrengthBudget = 17 bought 9 BomberIII for 18 total count bought: 9, total strength spent: 18, remaining = -1 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.39 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.39 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.39 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.39 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 3.39 = 2.39 AIBuyShipsFromList StrengthBudget = 2.39 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.61 ---doing pulse for WormholeCommandPost StrengthBudget += 3.39 = 1.79 AIBuyShipsFromList StrengthBudget = 1.79 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.21 ---doing pulse for WormholeCommandPost StrengthBudget += 3.39 = 3.18 AIBuyShipsFromList StrengthBudget = 3.18 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -0.82 ---doing pulse for WormholeCommandPost StrengthBudget += 3.39 = 2.58 AIBuyShipsFromList StrengthBudget = 2.58 bought 2 Cruiser for 4 total count bought: 2, total strength spent: 4, remaining = -1.42 ---doing pulse for WormholeCommandPost StrengthBudget += 3.39 = 1.97 AIBuyShipsFromList StrengthBudget = 1.97 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.03 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianBeamII to guard OrbitalCommandStationIIAI SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.03 ******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 65 (Vilbi), StrengthBudget = -0.03 Number of allied units on this planet = 26 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (2 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(5+1)) = 5 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.08 reinforcementStrength *= (tech level multiplier) = 20.35 reinforcementStrength *= 0.14 = 2.85 reinforcementStrength must be at most 35; = 2.85 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 17.08 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 17.08 numberShips = Floor(reinforcementStrength) = 17 numberShips led to objectsToBuild.Count being 17, adding that to strength... StrengthBudget += 17 = 16.97 --- AIBuyShipsFromList StrengthBudget = 16.97 bought 6 Cruiser for 12 bought 3 FighterIII for 6 total count bought: 9, total strength spent: 18, remaining = -1.03 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.39 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.39 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.39 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.39 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 3.39 = 2.37 AIBuyShipsFromList StrengthBudget = 2.37 bought 1 Cruiser for 2 bought 1 FighterIII for 2 total count bought: 2, total strength spent: 4, remaining = -1.63 ---doing pulse for WormholeCommandPost StrengthBudget += 3.39 = 1.76 AIBuyShipsFromList StrengthBudget = 1.76 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -0.24 ---doing pulse for WormholeCommandPost StrengthBudget += 3.39 = 3.16 AIBuyShipsFromList StrengthBudget = 3.16 bought 1 FighterIII for 2 bought 1 Cruiser for 2 total count bought: 2, total strength spent: 4, remaining = -0.84 ---doing pulse for WormholeCommandPost StrengthBudget += 3.39 = 2.55 AIBuyShipsFromList StrengthBudget = 2.55 bought 1 InfiltratorIII for 1.2 bought 1 SpireBladeSpawnerIII for 38.4 total count bought: 2, total strength spent: 39.6, remaining = -37.05 ---doing pulse for WormholeCommandPost StrengthBudget += 3.39 = -33.65 AIBuyShipsFromList StrengthBudget = -33.65 total count bought: 0, total strength spent: 0, remaining = -33.65 SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -33.65 ******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = -33.65 Reinforcement focus types: Bomber,Cruiser,Infiltrator Number of allied units on this planet = 14 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.08 reinforcementStrength *= (tech level multiplier) = 29.77 reinforcementStrength *= 0.14 = 4.16 reinforcementStrength must be at most 35; = 4.16 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 33.31 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 33.31 numberShips = Floor(reinforcementStrength) = 33 numberShips led to objectsToBuild.Count being 33, adding that to strength... StrengthBudget += 33 = -0.65 --- AIBuyShipsFromList StrengthBudget = -0.65 total count bought: 0, total strength spent: 0, remaining = -0.65 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.36 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.36 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.36 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 4.36 ---doing pulse for WormholeCommandPost StrengthBudget += 4.36 = 3.71 AIBuyShipsFromList StrengthBudget = 3.71 bought 2 BomberII for 4 bought 1 InfiltratorII for 1.2 total count bought: 3, total strength spent: 5.2, remaining = -1.49 ---doing pulse for WormholeCommandPost StrengthBudget += 4.36 = 2.87 AIBuyShipsFromList StrengthBudget = 2.87 bought 1 MissileShipII for 2 bought 1 BomberII for 2 total count bought: 2, total strength spent: 4, remaining = -1.13 ---doing pulse for WormholeCommandPost StrengthBudget += 4.36 = 3.24 AIBuyShipsFromList StrengthBudget = 3.24 bought 1 SpireBladeSpawnerII for 38.4 total count bought: 1, total strength spent: 38.4, remaining = -35.16 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -35.16 ******calling SendReinforcementsToPlanet on planet 74 (Ginadmfi), StrengthBudget = -35.16 Reinforcement focus types: Fighter,Bomber,Cruiser Number of allied units on this planet = 35 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.08 reinforcementStrength *= (tech level multiplier) = 27.07 reinforcementStrength *= 0.14 = 3.79 reinforcementStrength must be at most 35; = 3.79 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 30.29 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, reinforcementStrength = 30.29 numberShips = Floor(reinforcementStrength) = 30 numberShips led to objectsToBuild.Count being 30, adding that to strength... StrengthBudget += 30 = -5.16 --- AIBuyShipsFromList StrengthBudget = -5.16 total count bought: 0, total strength spent: 0, remaining = -5.16 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.36 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.36 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.36 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 4.36 ---doing pulse for WormholeCommandPost StrengthBudget += 4.36 = -0.8 AIBuyShipsFromList StrengthBudget = -0.8 total count bought: 0, total strength spent: 0, remaining = -0.8 ---doing pulse for WormholeCommandPost StrengthBudget += 4.36 = 3.57 AIBuyShipsFromList StrengthBudget = 3.57 bought 1 BomberII for 2 bought 1 FighterII for 2 total count bought: 2, total strength spent: 4, remaining = -0.43 ---doing pulse for WormholeCommandPost StrengthBudget += 4.36 = 3.93 AIBuyShipsFromList StrengthBudget = 3.93 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -0.07 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.07 totals for planet 65 (Vilbi); count: 33, strength: 101.6 totals for planet 85 (Savra); count: 6, strength: 47.6 totals for planet 74 (Ginadmfi); count: 4, strength: 8 totals for BomberIII; count: 9, strength: 18 totals for Cruiser; count: 17, strength: 34 totals for FighterIII; count: 5, strength: 10 totals for InfiltratorIII; count: 1, strength: 1.2 totals for SpireBladeSpawnerIII; count: 1, strength: 38.4 totals for BomberII; count: 4, strength: 8 totals for InfiltratorII; count: 1, strength: 1.2 totals for MissileShipII; count: 1, strength: 2 totals for SpireBladeSpawnerII; count: 1, strength: 38.4 totals for FighterII; count: 3, strength: 6 *grand totals; count: 43, strength: 157.2 5/17/2013 12:28:50 AM (6.029) 11:35:57 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 194 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 5/17/2013 12:29:07 AM (6.029) 11:36:13 calling SendReinforcements PlayerNumber = 8 AIProgressionLevel = 194 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 38 (Aujavo) (alerted) reinforce priority = 0 80 (Moatgeoao) (alerted) reinforce priority = 0 64 (Zoripno) (alerted) reinforce priority = 0 37 (Veryode) (alerted) reinforce priority = 0 65 (Vilbi) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 0 74 (Ginadmfi) (alerted) reinforce priority = 0 35 (Rasamuke) (alerted) reinforce priority = 0 85 (Savra) (alerted) reinforce priority = 0 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 50 (Maraelrew) (homeworld, +500) reinforce priority = 500 52 (Amalyed) (homeworld, +500) reinforce priority = 500 75 (Garbanisi) (core, +300) reinforce priority = 300 27 (Thercoju) (core, +300) reinforce priority = 300 9 (Binglanc) (core, +300) reinforce priority = 300 63 (Zadarkroad) (core, +300) reinforce priority = 300 (58 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = 0 Reinforcement focus types: Bomber,Fighter,Bomber Number of allied units on this planet = 12 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.08 reinforcementStrength *= (tech level multiplier) = 28.87 reinforcementStrength *= 0.14 = 4.04 reinforcementStrength must be at most 35; = 4.04 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 32.31 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 25.84 numberShips = Floor(reinforcementStrength) = 25 numberShips led to objectsToBuild.Count being 25, adding that to strength... StrengthBudget += 25 = 25 --- AIBuyShipsFromList StrengthBudget = 25 bought 8 BomberII for 16 bought 5 FighterII for 10 total count bought: 13, total strength spent: 26, remaining = -1 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.36 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.36 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.36 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.49 ---doing pulse for WormholeCommandPost StrengthBudget += 3.49 = 2.49 AIBuyShipsFromList StrengthBudget = 2.49 bought 2 BomberII for 4 total count bought: 2, total strength spent: 4, remaining = -1.51 ---doing pulse for WormholeCommandPost StrengthBudget += 3.49 = 1.98 AIBuyShipsFromList StrengthBudget = 1.98 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.02 ---doing pulse for WormholeCommandPost StrengthBudget += 3.49 = 3.47 AIBuyShipsFromList StrengthBudget = 3.47 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -0.53 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.53 ******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = -0.53 Reinforcement focus types: Fighter,Infiltrator,Fighter Number of allied units on this planet = 12 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.08 reinforcementStrength *= (tech level multiplier) = 21.75 reinforcementStrength *= 0.14 = 3.04 reinforcementStrength must be at most 35; = 3.04 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 24.34 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 19.47 numberShips = Floor(reinforcementStrength) = 19 numberShips led to objectsToBuild.Count being 19, adding that to strength... StrengthBudget += 19 = 18.47 --- AIBuyShipsFromList StrengthBudget = 18.47 bought 1 FighterIII for 2 bought 1 SpireTractorPlatformIII for 38.4 total count bought: 2, total strength spent: 40.4, remaining = -21.93 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.39 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.39 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.39 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.71 ---doing pulse for WormholeCommandPost StrengthBudget += 2.71 = -19.21 AIBuyShipsFromList StrengthBudget = -19.21 total count bought: 0, total strength spent: 0, remaining = -19.21 ---doing pulse for WormholeCommandPost StrengthBudget += 2.71 = -16.5 AIBuyShipsFromList StrengthBudget = -16.5 total count bought: 0, total strength spent: 0, remaining = -16.5 ---doing pulse for WormholeCommandPost StrengthBudget += 2.71 = -13.78 AIBuyShipsFromList StrengthBudget = -13.78 total count bought: 0, total strength spent: 0, remaining = -13.78 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -13.78 ******calling SendReinforcementsToPlanet on planet 64 (Zoripno), StrengthBudget = -13.78 Reinforcement focus types: Fighter,Fighter,Fighter Number of allied units on this planet = 37 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 34.08 reinforcementStrength *= (tech level multiplier) = 30.67 reinforcementStrength *= 0.14 = 4.29 reinforcementStrength must be at most 35; = 4.29 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 30.03 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 24.02 numberShips = Floor(reinforcementStrength) = 24 numberShips led to objectsToBuild.Count being 24, adding that to strength... StrengthBudget += 24 = 10.22 --- AIBuyShipsFromList StrengthBudget = 10.22 bought 6 FighterII for 12 total count bought: 6, total strength spent: 12, remaining = -1.78 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.36 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.36 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.36 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.49 ---doing pulse for WormholeCommandPost StrengthBudget += 3.49 = 1.71 AIBuyShipsFromList StrengthBudget = 1.71 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.29 ---doing pulse for WormholeCommandPost StrengthBudget += 3.49 = 3.2 AIBuyShipsFromList StrengthBudget = 3.2 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -0.8 ---doing pulse for WormholeCommandPost StrengthBudget += 3.49 = 2.69 AIBuyShipsFromList StrengthBudget = 2.69 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -1.31 ---doing pulse for WormholeCommandPost StrengthBudget += 3.49 = 2.18 AIBuyShipsFromList StrengthBudget = 2.18 bought 2 FighterII for 4 total count bought: 2, total strength spent: 4, remaining = -1.82 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -1.82 ******calling SendReinforcementsToPlanet on planet 37 (Veryode), StrengthBudget = -1.82 Reinforcement focus types: Fighter,SpireTractorPlatform,Cruiser Number of allied units on this planet = 40 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 3 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.08 reinforcementStrength *= (tech level multiplier) = 22.45 reinforcementStrength *= 0.14 = 3.14 reinforcementStrength must be at most 35; = 3.14 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 21.99 Inside AdjustNumberShipsFromAIType, multiplier: 0.8 after AdjustNumberShipsFromAIType call, reinforcementStrength = 17.58 numberShips = Floor(reinforcementStrength) = 17 numberShips led to objectsToBuild.Count being 17, adding that to strength... StrengthBudget += 17 = 15.18 --- AIBuyShipsFromList StrengthBudget = 15.18 bought 8 BomberIII for 16 total count bought: 8, total strength spent: 16, remaining = -0.82 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 4.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.39 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.39 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.39 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.71 ---doing pulse for WormholeCommandPost StrengthBudget += 2.71 = 1.89 AIBuyShipsFromList StrengthBudget = 1.89 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.11 ---doing pulse for WormholeCommandPost StrengthBudget += 2.71 = 2.61 AIBuyShipsFromList StrengthBudget = 2.61 bought 2 FighterIII for 4 total count bought: 2, total strength spent: 4, remaining = -1.39 ---doing pulse for WormholeCommandPost StrengthBudget += 2.71 = 1.32 AIBuyShipsFromList StrengthBudget = 1.32 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.68 ---doing pulse for WormholeCommandPost StrengthBudget += 2.71 = 2.04 AIBuyShipsFromList StrengthBudget = 2.04 bought 1 SpireTractorPlatformIII for 38.4 total count bought: 1, total strength spent: 38.4, remaining = -36.36 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -36.36 ******doing wormhole-post-only SendGuardPostReinforcements on planet 65 (Vilbi) since there's a nontrivial human attack here and it has not been reinforced yet.reinforcementStrengthPerPulse = AIP/40 = 4.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.39 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.39 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.39 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.71 ---doing pulse for WormholeCommandPost StrengthBudget += 2.71 = -33.65 AIBuyShipsFromList StrengthBudget = -33.65 total count bought: 0, total strength spent: 0, remaining = -33.65 ---doing pulse for WormholeCommandPost StrengthBudget += 2.71 = -30.93 AIBuyShipsFromList StrengthBudget = -30.93 total count bought: 0, total strength spent: 0, remaining = -30.93 ---doing pulse for WormholeCommandPost StrengthBudget += 2.71 = -28.22 AIBuyShipsFromList StrengthBudget = -28.22 total count bought: 0, total strength spent: 0, remaining = -28.22 ---doing pulse for WormholeCommandPost StrengthBudget += 2.71 = -25.5 AIBuyShipsFromList StrengthBudget = -25.5 total count bought: 0, total strength spent: 0, remaining = -25.5 totals for planet 38 (Aujavo); count: 18, strength: 36 totals for planet 80 (Moatgeoao); count: 2, strength: 40.4 totals for planet 64 (Zoripno); count: 13, strength: 26 totals for planet 37 (Veryode); count: 13, strength: 62.4 totals for BomberII; count: 11, strength: 22 totals for FighterII; count: 20, strength: 40 totals for FighterIII; count: 5, strength: 10 totals for SpireTractorPlatformIII; count: 2, strength: 76.8 totals for BomberIII; count: 8, strength: 16 *grand totals; count: 46, strength: 164.8 5/17/2013 12:29:08 AM (6.029) 11:36:13 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 194 AITechLevel = 1 calling DoReinforcementsLogic numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 |
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Wow, you're absolutely right. For 6.033: * Fixed a bug that's been around for a couple of months that was basically causing reinforcements to ignore the reinforcement population cap rule. Thanks :) |
Date Modified | Username | Field | Change |
---|---|---|---|
May 17, 2013 4:35 am | Bossman | New Issue | |
May 17, 2013 4:35 am | Bossman | File Added: Overly reinforced planets.sav | |
May 17, 2013 4:35 am | Bossman | File Added: LogicLog_AIMechanic_Reinforcements_MainThread.txt | |
May 27, 2013 11:19 am | keith.lamothe | Internal Weight | => New |
May 27, 2013 11:19 am | keith.lamothe | Note Added: 0032648 | |
May 27, 2013 11:19 am | keith.lamothe | Status | new => resolved |
May 27, 2013 11:19 am | keith.lamothe | Fixed in Version | => 6.033 |
May 27, 2013 11:19 am | keith.lamothe | Resolution | open => fixed |
May 27, 2013 11:19 am | keith.lamothe | Assigned To | => keith.lamothe |