View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0015562 | AI War 1 / Classic | Bug - Gameplay | Jul 12, 2014 8:39 pm | Jul 14, 2014 1:05 pm | |
Reporter | malkiel | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 7.045 | ||||
Fixed in Version | 7.046 | ||||
Summary | 0015562: armored warheads give salvage to ai | ||||
Description | not only is it giving salvage to the ai, but.. it costs 1 million resources. the second entry in this advanced log shows that I had 40K salvage generated on the AI before blowing up the missile. after blowing the missile, the third entry shows just under 1.4M salvage generated. where did the extra 350K come from? my best theory is the ships destroyed by the missile. This would require further testing for verification. I made it a point to test this on the brutal type instead of the mime, to make sure I wasn't getting mime specific feedback. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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LogicLog_AIMechanic_Waves_MainThread.txt (198,384 bytes)
7/10/2014 4:08:57 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:38:31 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1440059 effectiveMetalForSalvageWave = floor(AISalvage) = 1440059 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1757.88 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 108 FleetShipBudget *= player.GetHandicapMultiplier() = 108 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 125.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 125.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 283.46 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1757.88 7/10/2014 4:08:57 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:38:31 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 108 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1757.88 = FleetShipBudget for this wave's fleet ships = 1757.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 147.63 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -44.37 == Wave total ships: 29 TypesForDirectAdd count by type: ArmoredMissileI : 27 LightStarship : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1920 7/12/2014 2:52:59 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:38:31 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 40645 effectiveMetalForSalvageWave = floor(AISalvage) = 40645 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 49.62 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 108 FleetShipBudget *= player.GetHandicapMultiplier() = 108 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 125.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 125.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 283.46 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 2:53:46 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:40:58 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1399414 effectiveMetalForSalvageWave = floor(AISalvage) = 1399414 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1708.27 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 108 FleetShipBudget *= player.GetHandicapMultiplier() = 108 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 125.98 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 125.98 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 283.46 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1708.27 7/12/2014 2:53:46 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:40:58 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 108 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 1708.27 = FleetShipBudget for this wave's fleet ships = 1708.27 AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.47 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 454 ZenithPolarizer @ 2 each = 908 ** Picked 201 ZenithPolarizerII @ 4 each = 804 = After picking fleet ships, FleetShipBudget is now -3.73 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 143.47 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -48.53 == Wave total ships: 657 TypesForDirectAdd count by type: ZenithPolarizer : 454 ZenithPolarizerII : 201 LeechStarship : 1 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1904 7/12/2014 3:09:37 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:38:31 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107765 effectiveMetalForSalvageWave = floor(AISalvage) = 107765 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:15:06 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:41:32 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107765 effectiveMetalForSalvageWave = floor(AISalvage) = 107765 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:20:27 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:44:33 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107765 effectiveMetalForSalvageWave = floor(AISalvage) = 107765 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:22:15 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 4:45:37 normalWaveStrength:232.47 AccumulatedStrengthForNextWave:232.68 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 220.42 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 232.47 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.22 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 245.19 7/12/2014 3:22:15 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:45:37 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 105 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 245.19 = FleetShipBudget for this wave's fleet ships = 245.19 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.46 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 18 Fighter @ 1.67 each = 30 10 Bomber @ 2.5 each = 25 12 ZenithViralShredder @ 2 each = 24 14 Infiltrator @ 1.2 each = 16.8 15 MissileShip @ 1.67 each = 25 15 AutocannonMinipod @ 0.98 each = 14.69 5 BomberII @ 5 each = 25.01 6 ZenithViralShredderII @ 4 each = 24 4 InfiltratorII @ 2.4 each = 9.6 7 MissileShipII @ 3.33 each = 23.33 6 FighterII @ 3.33 each = 20 4 AutocannonMinipodII @ 1.96 each = 7.84 = After picking fleet ships, FleetShipBudget is now -0.07 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 20.59 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -75.41 == Wave total ships: 117 TypesForDirectAdd count by type: Fighter : 18 Bomber : 10 ZenithViralShredder : 12 Infiltrator : 14 MissileShip : 15 AutocannonMinipod : 15 BomberII : 5 ZenithViralShredderII : 6 InfiltratorII : 4 MissileShipII : 7 FighterII : 6 AutocannonMinipodII : 4 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 350.92 7/12/2014 3:24:16 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:47:34 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107765 effectiveMetalForSalvageWave = floor(AISalvage) = 107765 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:27:17 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:50:35 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107765 effectiveMetalForSalvageWave = floor(AISalvage) = 107765 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:28:13 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 4:51:31 normalWaveStrength:226.44 AccumulatedStrengthForNextWave:226.59 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 220.42 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 226.44 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.22 7/12/2014 3:28:13 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:51:31 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 105 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 226.59 = FleetShipBudget for this wave's fleet ships = 226.59 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.46 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 9 Saboteur @ 4.8 each = 43.2 9 ZenithPolarizer @ 2 each = 18 13 Fighter @ 1.67 each = 21.66 14 MissileShip @ 1.67 each = 23.33 7 Bomber @ 2.5 each = 17.5 4 SaboteurII @ 9.6 each = 38.4 7 BomberII @ 5 each = 35.01 3 MissileShipII @ 3.33 each = 10 4 ZenithPolarizerII @ 4 each = 16 2 FighterII @ 3.33 each = 6.67 = After picking fleet ships, FleetShipBudget is now -3.18 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 19.03 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -76.97 == Wave total ships: 73 TypesForDirectAdd count by type: Saboteur : 9 ZenithPolarizer : 9 Fighter : 13 MissileShip : 14 Bomber : 7 SaboteurII : 4 BomberII : 7 MissileShipII : 3 ZenithPolarizerII : 4 FighterII : 2 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 327.6 7/12/2014 3:30:18 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:53:36 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 107765 effectiveMetalForSalvageWave = floor(AISalvage) = 107765 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 131.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:34:29 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:56:37 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1141587 effectiveMetalForSalvageWave = floor(AISalvage) = 1141587 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1393.54 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 105 FleetShipBudget *= player.GetHandicapMultiplier() = 105 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 122.48 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 122.48 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 275.59 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1393.54 7/12/2014 3:34:29 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:56:37 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 105 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 1393.54 = FleetShipBudget for this wave's fleet ships = 1393.54 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 117.04 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -74.96 == Wave total ships: 633 TypesForDirectAdd count by type: ArmorShip : 149 Fighter : 61 Bomber : 65 ArmorShipII : 51 ZenithHydra : 24 ZenithHydraHead : 243 ElectricShuttle : 23 ZenithHydraIII : 15 LeechStarship : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1683.56 7/12/2014 3:38:35 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 4:59:38 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 840469 effectiveMetalForSalvageWave = floor(AISalvage) = 840469 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 1025.96 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 1025.96 7/12/2014 3:38:35 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 4:59:38 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 1025.96 = FleetShipBudget for this wave's fleet ships = 1025.96 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 86.16 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -9.84 == Wave total ships: 265 TypesForDirectAdd count by type: ZenithHydra : 20 Bomber : 9 ZenithHydraHead : 113 ArmorShipII : 32 ArmorShip : 31 ElectricShuttle : 14 Fighter : 11 ZenithHydraIII : 28 ZenithHydraII : 3 MissileShip : 3 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 1164.96 7/12/2014 3:41:03 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:00:52 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1679 effectiveMetalForSalvageWave = floor(AISalvage) = 1679 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2.05 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:44:17 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:03:53 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 1679 effectiveMetalForSalvageWave = floor(AISalvage) = 1679 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 2.05 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:52:02 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:04:30 normalWaveStrength:264.19 AccumulatedStrengthForNextWave:264.27 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 8, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 264.19 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 3:52:02 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:04:30 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 264.27 = FleetShipBudget for this wave's fleet ships = 264.27 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 49 Bomber @ 2.5 each = 122.52 ** Picked 29 BomberII @ 5 each = 145.04 = After picking fleet ships, FleetShipBudget is now -3.29 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.19 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -73.81 == Wave total ships: 79 TypesForDirectAdd count by type: Bomber : 49 BomberII : 29 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 310 7/12/2014 3:57:43 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:06:54 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 76112 effectiveMetalForSalvageWave = floor(AISalvage) = 76112 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 92.91 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 3:58:10 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:07:14 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 5037 effectiveMetalForSalvageWave = floor(AISalvage) = 5037 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 6.15 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:03:28 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:09:55 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 198391 effectiveMetalForSalvageWave = floor(AISalvage) = 198391 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 242.18 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:03:35 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:10:02 normalWaveStrength:273.16 AccumulatedStrengthForNextWave:273.32 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 273.16 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 4:03:35 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:10:02 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 273.32 = FleetShipBudget for this wave's fleet ships = 273.32 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 12 Saboteur @ 4.8 each = 57.6 5 Bomber @ 2.5 each = 12.5 5 ZenithPolarizer @ 2 each = 10 11 MissileShip @ 1.67 each = 18.33 16 Fighter @ 1.67 each = 26.66 11 FighterII @ 3.33 each = 36.67 6 MissileShipII @ 3.33 each = 20 5 SaboteurII @ 9.6 each = 48 8 BomberII @ 5 each = 40.01 2 ZenithPolarizerII @ 4 each = 8 = After picking fleet ships, FleetShipBudget is now -4.45 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.95 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -73.05 == Wave total ships: 82 TypesForDirectAdd count by type: Saboteur : 12 Bomber : 5 ZenithPolarizer : 5 MissileShip : 11 Fighter : 16 FighterII : 11 MissileShipII : 6 SaboteurII : 5 BomberII : 8 ZenithPolarizerII : 2 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 383.6 7/12/2014 4:03:53 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:10:15 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 5037 effectiveMetalForSalvageWave = floor(AISalvage) = 5037 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 6.15 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:07:42 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:12:56 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 198391 effectiveMetalForSalvageWave = floor(AISalvage) = 198391 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 242.18 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:08:02 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:13:16 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 5037 effectiveMetalForSalvageWave = floor(AISalvage) = 5037 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 6.15 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:10:43 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:15:57 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 198391 effectiveMetalForSalvageWave = floor(AISalvage) = 198391 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 242.18 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:11:05 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:16:17 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 5037 effectiveMetalForSalvageWave = floor(AISalvage) = 5037 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 6.15 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:14:16 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:18:58 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 198391 effectiveMetalForSalvageWave = floor(AISalvage) = 198391 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 242.18 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:15:20 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:19:18 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 5037 effectiveMetalForSalvageWave = floor(AISalvage) = 5037 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 6.15 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:18:13 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:21:26 normalWaveStrength:264.19 AccumulatedStrengthForNextWave:264.42 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 264.19 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 4:18:13 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:21:26 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 264.42 = FleetShipBudget for this wave's fleet ships = 264.42 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 15 Infiltrator @ 1.2 each = 18 13 MissileShip @ 1.67 each = 21.66 18 AutocannonMinipod @ 0.98 each = 17.63 6 Fighter @ 1.67 each = 10 13 Bomber @ 2.5 each = 32.51 11 ZenithViralShredder @ 2 each = 22 6 MissileShipII @ 3.33 each = 20 10 ZenithViralShredderII @ 4 each = 40 8 InfiltratorII @ 2.4 each = 19.2 8 AutocannonMinipodII @ 1.96 each = 15.67 6 FighterII @ 3.33 each = 20 6 BomberII @ 5 each = 30.01 = After picking fleet ships, FleetShipBudget is now -2.25 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.21 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -73.79 == Wave total ships: 121 TypesForDirectAdd count by type: Infiltrator : 15 MissileShip : 13 AutocannonMinipod : 18 Fighter : 6 Bomber : 13 ZenithViralShredder : 11 MissileShipII : 6 ZenithViralShredderII : 10 InfiltratorII : 8 AutocannonMinipodII : 8 FighterII : 6 BomberII : 6 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 364.49 7/12/2014 4:19:06 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:21:59 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 198391 effectiveMetalForSalvageWave = floor(AISalvage) = 198391 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 242.18 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:21:20 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:22:19 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 32463 effectiveMetalForSalvageWave = floor(AISalvage) = 32463 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 39.63 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:26:39 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:25:00 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:26:59 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:25:20 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 134029 effectiveMetalForSalvageWave = floor(AISalvage) = 134029 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 163.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:45:27 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:27:46 normalWaveStrength:276.75 AccumulatedStrengthForNextWave:276.91 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 276.75 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 4:45:27 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:27:46 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 276.91 = FleetShipBudget for this wave's fleet ships = 276.91 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 76 MissileShip @ 1.67 each = 126.65 ** Picked 46 MissileShipII @ 3.33 each = 153.33 = After picking fleet ships, FleetShipBudget is now -3.07 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 23.26 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -72.74 == Wave total ships: 123 TypesForDirectAdd count by type: MissileShip : 76 MissileShipII : 46 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 432 7/12/2014 4:45:42 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:28:01 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:46:02 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:28:21 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 134029 effectiveMetalForSalvageWave = floor(AISalvage) = 134029 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 163.61 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:51:30 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:31:02 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:52:06 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:31:22 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 150980 effectiveMetalForSalvageWave = floor(AISalvage) = 150980 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 184.3 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:59:04 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:34:03 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 4:59:24 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:34:23 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 339518 effectiveMetalForSalvageWave = floor(AISalvage) = 339518 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 414.45 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:00:11 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:35:10 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 23 Infiltrator @ 1.2 each = 27.59 20 Fighter @ 1.67 each = 33.33 10 Bomber @ 2.5 each = 25 10 ZenithViralShredder @ 2 each = 20 16 AutocannonMinipod @ 0.98 each = 15.67 17 MissileShip @ 1.67 each = 28.33 11 InfiltratorII @ 2.4 each = 26.39 7 FighterII @ 3.33 each = 23.33 7 ZenithViralShredderII @ 4 each = 28 12 BomberII @ 5 each = 60.01 13 AutocannonMinipodII @ 1.96 each = 25.47 5 MissileShipII @ 3.33 each = 16.67 = After picking fleet ships, FleetShipBudget is now -1.73 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 152 TypesForDirectAdd count by type: Infiltrator : 23 Fighter : 20 Bomber : 10 ZenithViralShredder : 10 AutocannonMinipod : 16 MissileShip : 17 InfiltratorII : 11 FighterII : 7 ZenithViralShredderII : 7 BomberII : 12 AutocannonMinipodII : 13 MissileShipII : 5 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 429.13 7/12/2014 5:01:33 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:36:20 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 17 Infiltrator @ 1.2 each = 20.4 21 Fighter @ 1.67 each = 35 19 ZenithViralShredder @ 2 each = 38 10 MissileShip @ 1.67 each = 16.67 10 Bomber @ 2.5 each = 25 16 AutocannonMinipod @ 0.98 each = 15.67 8 ZenithViralShredderII @ 4 each = 32 18 InfiltratorII @ 2.4 each = 43.19 10 MissileShipII @ 3.33 each = 33.33 6 BomberII @ 5 each = 30.01 11 AutocannonMinipodII @ 1.96 each = 21.55 6 FighterII @ 3.33 each = 20 = After picking fleet ships, FleetShipBudget is now -2.73 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 153 TypesForDirectAdd count by type: Infiltrator : 17 Fighter : 21 ZenithViralShredder : 19 MissileShip : 10 Bomber : 10 AutocannonMinipod : 16 ZenithViralShredderII : 8 InfiltratorII : 18 MissileShipII : 10 BomberII : 6 AutocannonMinipodII : 11 FighterII : 6 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 436.81 7/12/2014 5:02:32 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:37:04 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:03:04 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:37:24 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 344103 effectiveMetalForSalvageWave = floor(AISalvage) = 344103 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 420.05 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:04:15 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:38:22 normalWaveStrength:264.19 AccumulatedStrengthForNextWave:264.42 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 9, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 264.19 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 5:04:15 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:38:22 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 264.42 = FleetShipBudget for this wave's fleet ships = 264.42 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Stealth AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Stealth waves try to spend 100% of the strength budget on types from the Stealth group * called PickUnitsForWave with: Infiltrator, AutocannonMinipod ** Picked 56 Infiltrator @ 1.2 each = 67.18 55 AutocannonMinipod @ 0.98 each = 53.87 33 AutocannonMinipodII @ 1.96 each = 64.65 33 InfiltratorII @ 2.4 each = 79.18 = After picking fleet ships, FleetShipBudget is now -0.46 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.21 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -73.79 == Wave total ships: 178 TypesForDirectAdd count by type: Infiltrator : 56 AutocannonMinipod : 55 AutocannonMinipodII : 33 InfiltratorII : 33 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 360.88 7/12/2014 5:06:25 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:40:05 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:07:04 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:40:25 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 424625 effectiveMetalForSalvageWave = floor(AISalvage) = 424625 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 518.34 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 518.34 7/12/2014 5:07:04 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:40:25 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 518.34 = FleetShipBudget for this wave's fleet ships = 518.34 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 43.53 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -52.47 == Wave total ships: 228 TypesForDirectAdd count by type: ElectricShuttle : 1 ArmorShipII : 49 ArmorShip : 29 Infiltrator : 16 Fighter : 29 ZenithHydraHead : 25 AutocannonMinipodIII : 29 MissileShipII : 1 MissileShip : 48 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 653.15 7/12/2014 5:10:42 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:42:50 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 18 Fighter @ 1.67 each = 30 20 Infiltrator @ 1.2 each = 23.99 11 AutocannonMinipod @ 0.98 each = 10.77 13 Bomber @ 2.5 each = 32.51 13 ZenithViralShredder @ 2 each = 26 16 MissileShip @ 1.67 each = 26.66 7 InfiltratorII @ 2.4 each = 16.8 12 AutocannonMinipodII @ 1.96 each = 23.51 10 BomberII @ 5 each = 50.01 7 MissileShipII @ 3.33 each = 23.33 8 FighterII @ 3.33 each = 26.67 10 ZenithViralShredderII @ 4 each = 40 = After picking fleet ships, FleetShipBudget is now -2.17 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 146 TypesForDirectAdd count by type: Fighter : 18 Infiltrator : 20 AutocannonMinipod : 11 Bomber : 13 ZenithViralShredder : 13 MissileShip : 16 InfiltratorII : 7 AutocannonMinipodII : 12 BomberII : 10 MissileShipII : 7 FighterII : 8 ZenithViralShredderII : 10 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 431.07 7/12/2014 5:10:58 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:43:06 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:13:26 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:45:09 normalWaveStrength:271.37 AccumulatedStrengthForNextWave:271.44 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 271.37 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 286.76 7/12/2014 5:13:26 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:45:09 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 286.76 = FleetShipBudget for this wave's fleet ships = 286.76 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 10 Bomber @ 2.5 each = 25 11 Saboteur @ 4.8 each = 52.8 12 MissileShip @ 1.67 each = 20 12 Fighter @ 1.67 each = 20 7 ZenithPolarizer @ 2 each = 14 9 BomberII @ 5 each = 45.01 6 FighterII @ 3.33 each = 20 7 SaboteurII @ 9.6 each = 67.2 5 ZenithPolarizerII @ 4 each = 20 2 MissileShipII @ 3.33 each = 6.67 = After picking fleet ships, FleetShipBudget is now -3.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 24.08 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -71.92 == Wave total ships: 82 TypesForDirectAdd count by type: Bomber : 10 Saboteur : 11 MissileShip : 12 Fighter : 12 ZenithPolarizer : 7 BomberII : 9 FighterII : 6 SaboteurII : 7 ZenithPolarizerII : 5 MissileShipII : 2 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 386 7/12/2014 5:13:44 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:45:25 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 215372 effectiveMetalForSalvageWave = floor(AISalvage) = 215372 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 262.91 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:14:26 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:46:07 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:17:15 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:48:26 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 373183 effectiveMetalForSalvageWave = floor(AISalvage) = 373183 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 455.55 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:17:57 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:49:08 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:40:35 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:51:27 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 431957 effectiveMetalForSalvageWave = floor(AISalvage) = 431957 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 527.29 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 527.29 7/12/2014 5:40:35 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:51:27 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 527.29 = FleetShipBudget for this wave's fleet ships = 527.29 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 44.28 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -51.72 == Wave total ships: 146 TypesForDirectAdd count by type: MissileShipII : 8 InfiltratorIII : 20 FighterII : 10 AutocannonMinipod : 6 ZenithHydraHead : 28 Infiltrator : 8 InfiltratorII : 6 Cruiser : 10 BomberIII : 18 ZenithPolarizerIV : 2 BomberII : 6 FighterIII : 6 MercenaryParasite : 4 AutocannonMinipodIII : 12 AutocannonMinipodII : 1 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 625.89 7/12/2014 5:41:46 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:52:09 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:45:36 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:55:10 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:46:09 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 5:55:25 normalWaveStrength:265.99 AccumulatedStrengthForNextWave:266.24 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 265.99 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 5:46:09 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 5:55:25 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 266.24 = FleetShipBudget for this wave's fleet ships = 266.24 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Stealth AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Stealth waves try to spend 100% of the strength budget on types from the Stealth group * called PickUnitsForWave with: Infiltrator, AutocannonMinipod ** Picked 51 Infiltrator @ 1.2 each = 61.19 62 AutocannonMinipod @ 0.98 each = 60.73 29 AutocannonMinipodII @ 1.96 each = 56.81 37 InfiltratorII @ 2.4 each = 88.78 = After picking fleet ships, FleetShipBudget is now -1.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.36 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -73.64 == Wave total ships: 180 TypesForDirectAdd count by type: Infiltrator : 51 AutocannonMinipod : 62 AutocannonMinipodII : 29 InfiltratorII : 37 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 363.5 7/12/2014 5:53:21 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:58:11 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:55:02 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 5:59:41 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 156415 effectiveMetalForSalvageWave = floor(AISalvage) = 156415 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 190.94 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:56:45 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:01:00 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Stealth AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Stealth waves try to spend 100% of the strength budget on types from the Stealth group * called PickUnitsForWave with: Infiltrator, AutocannonMinipod ** Picked 67 Infiltrator @ 1.2 each = 80.38 72 AutocannonMinipod @ 0.98 each = 70.52 45 InfiltratorII @ 2.4 each = 107.97 36 AutocannonMinipodII @ 1.96 each = 70.52 = After picking fleet ships, FleetShipBudget is now -1.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 221 TypesForDirectAdd count by type: Infiltrator : 67 AutocannonMinipod : 72 InfiltratorII : 45 AutocannonMinipodII : 36 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 425.4 7/12/2014 5:57:14 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:01:12 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:59:06 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:02:42 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 181037 effectiveMetalForSalvageWave = floor(AISalvage) = 181037 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 220.99 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 5:59:17 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:02:53 normalWaveStrength:276.75 AccumulatedStrengthForNextWave:276.91 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 276.75 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 5:59:17 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:02:53 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 276.91 = FleetShipBudget for this wave's fleet ships = 276.91 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 14 Bomber @ 2.5 each = 35.01 8 Fighter @ 1.67 each = 13.33 13 Saboteur @ 4.8 each = 62.4 4 ZenithPolarizer @ 2 each = 8 5 MissileShip @ 1.67 each = 8.33 9 ZenithPolarizerII @ 4 each = 36 4 FighterII @ 3.33 each = 13.33 6 SaboteurII @ 9.6 each = 57.6 5 BomberII @ 5 each = 25.01 6 MissileShipII @ 3.33 each = 20 = After picking fleet ships, FleetShipBudget is now -2.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 23.26 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -72.74 == Wave total ships: 75 TypesForDirectAdd count by type: Bomber : 14 Fighter : 8 Saboteur : 13 ZenithPolarizer : 4 MissileShip : 5 ZenithPolarizerII : 9 FighterII : 4 SaboteurII : 6 BomberII : 5 MissileShipII : 6 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 374 7/12/2014 6:00:45 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:04:13 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:00:52 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:04:20 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 15 Bomber @ 2.5 each = 37.51 19 Infiltrator @ 1.2 each = 22.79 13 Fighter @ 1.67 each = 21.66 17 MissileShip @ 1.67 each = 28.33 14 ZenithViralShredder @ 2 each = 28 13 AutocannonMinipod @ 0.98 each = 12.73 12 BomberII @ 5 each = 60.01 8 MissileShipII @ 3.33 each = 26.67 5 AutocannonMinipodII @ 1.96 each = 9.79 12 ZenithViralShredderII @ 4 each = 48 10 InfiltratorII @ 2.4 each = 23.99 3 FighterII @ 3.33 each = 10 = After picking fleet ships, FleetShipBudget is now -1.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 142 TypesForDirectAdd count by type: Bomber : 15 Infiltrator : 19 Fighter : 13 MissileShip : 17 ZenithViralShredder : 14 AutocannonMinipod : 13 BomberII : 12 MissileShipII : 8 AutocannonMinipodII : 5 ZenithViralShredderII : 12 InfiltratorII : 10 FighterII : 3 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 423.32 7/12/2014 6:01:02 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:04:30 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 11 MissileShip @ 1.67 each = 18.33 16 AutocannonMinipod @ 0.98 each = 15.67 11 ZenithViralShredder @ 2 each = 22 21 Bomber @ 2.5 each = 52.51 14 Infiltrator @ 1.2 each = 16.8 15 Fighter @ 1.67 each = 25 13 MissileShipII @ 3.33 each = 43.33 12 BomberII @ 5 each = 60.01 9 ZenithViralShredderII @ 4 each = 36 5 FighterII @ 3.33 each = 16.67 7 AutocannonMinipodII @ 1.96 each = 13.71 5 InfiltratorII @ 2.4 each = 12 = After picking fleet ships, FleetShipBudget is now -3.95 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 140 TypesForDirectAdd count by type: MissileShip : 11 AutocannonMinipod : 16 ZenithViralShredder : 11 Bomber : 21 Infiltrator : 14 Fighter : 15 MissileShipII : 13 BomberII : 12 ZenithViralShredderII : 9 FighterII : 5 AutocannonMinipodII : 7 InfiltratorII : 5 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 426.18 7/12/2014 6:02:17 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:05:40 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 17 Bomber @ 2.5 each = 42.51 12 Fighter @ 1.67 each = 20 18 MissileShip @ 1.67 each = 30 12 Infiltrator @ 1.2 each = 14.4 14 AutocannonMinipod @ 0.98 each = 13.71 15 ZenithViralShredder @ 2 each = 30 14 ZenithViralShredderII @ 4 each = 56 6 InfiltratorII @ 2.4 each = 14.4 8 MissileShipII @ 3.33 each = 26.67 10 BomberII @ 5 each = 50.01 7 FighterII @ 3.33 each = 23.33 6 AutocannonMinipodII @ 1.96 each = 11.75 = After picking fleet ships, FleetShipBudget is now -4.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 140 TypesForDirectAdd count by type: Bomber : 17 Fighter : 12 MissileShip : 18 Infiltrator : 12 AutocannonMinipod : 14 ZenithViralShredder : 15 ZenithViralShredderII : 14 InfiltratorII : 6 MissileShipII : 8 BomberII : 10 FighterII : 7 AutocannonMinipodII : 6 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 430.26 7/12/2014 6:02:20 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:05:43 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 204821 effectiveMetalForSalvageWave = floor(AISalvage) = 204821 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 250.03 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:05:28 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:07:14 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:07:16 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:08:44 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 435693 effectiveMetalForSalvageWave = floor(AISalvage) = 435693 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 531.85 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 531.85 7/12/2014 6:07:16 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:08:44 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 531.85 = FleetShipBudget for this wave's fleet ships = 531.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 44.67 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -51.33 == Wave total ships: 213 TypesForDirectAdd count by type: ArmorShipIV : 12 ArmorShip : 160 ArmorShipII : 20 ArmorShipIII : 20 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 767.95 7/12/2014 6:10:08 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:10:15 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:11:39 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:11:46 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 34842 effectiveMetalForSalvageWave = floor(AISalvage) = 34842 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 42.53 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:12:52 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:12:34 normalWaveStrength:267.78 AccumulatedStrengthForNextWave:267.8 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 267.78 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 6:12:52 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:12:34 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 267.8 = FleetShipBudget for this wave's fleet ships = 267.8 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 11 Bomber @ 2.5 each = 27.51 9 AutocannonMinipod @ 0.98 each = 8.82 13 Fighter @ 1.67 each = 21.66 11 MissileShip @ 1.67 each = 18.33 17 Infiltrator @ 1.2 each = 20.4 13 ZenithViralShredder @ 2 each = 26 5 InfiltratorII @ 2.4 each = 12 12 ZenithViralShredderII @ 4 each = 48 4 FighterII @ 3.33 each = 13.33 5 BomberII @ 5 each = 25.01 10 MissileShipII @ 3.33 each = 33.33 8 AutocannonMinipodII @ 1.96 each = 15.67 = After picking fleet ships, FleetShipBudget is now -2.25 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.49 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -73.51 == Wave total ships: 119 TypesForDirectAdd count by type: Bomber : 11 AutocannonMinipod : 9 Fighter : 13 MissileShip : 11 Infiltrator : 17 ZenithViralShredder : 13 InfiltratorII : 5 ZenithViralShredderII : 12 FighterII : 4 BomberII : 5 MissileShipII : 10 AutocannonMinipodII : 8 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 372.88 7/12/2014 6:13:34 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:13:16 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:14:08 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:13:50 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 18 AutocannonMinipod @ 0.98 each = 17.63 18 Fighter @ 1.67 each = 30 14 Infiltrator @ 1.2 each = 16.8 15 Bomber @ 2.5 each = 37.51 12 MissileShip @ 1.67 each = 20 14 ZenithViralShredder @ 2 each = 28 12 FighterII @ 3.33 each = 40 9 InfiltratorII @ 2.4 each = 21.59 11 AutocannonMinipodII @ 1.96 each = 21.55 10 ZenithViralShredderII @ 4 each = 40 8 MissileShipII @ 3.33 each = 26.67 6 BomberII @ 5 each = 30.01 = After picking fleet ships, FleetShipBudget is now -1.67 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 148 TypesForDirectAdd count by type: AutocannonMinipod : 18 Fighter : 18 Infiltrator : 14 Bomber : 15 MissileShip : 12 ZenithViralShredder : 14 FighterII : 12 InfiltratorII : 9 AutocannonMinipodII : 11 ZenithViralShredderII : 10 MissileShipII : 8 BomberII : 6 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 435.57 7/12/2014 6:15:05 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:14:47 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 88995 effectiveMetalForSalvageWave = floor(AISalvage) = 88995 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 108.64 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:15:18 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:15:00 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 15 MissileShip @ 1.67 each = 25 21 Fighter @ 1.67 each = 35 17 Infiltrator @ 1.2 each = 20.4 12 Bomber @ 2.5 each = 30.01 16 AutocannonMinipod @ 0.98 each = 15.67 12 ZenithViralShredder @ 2 each = 24 10 MissileShipII @ 3.33 each = 33.33 8 InfiltratorII @ 2.4 each = 19.2 14 FighterII @ 3.33 each = 46.67 9 ZenithViralShredderII @ 4 each = 36 5 BomberII @ 5 each = 25.01 11 AutocannonMinipodII @ 1.96 each = 21.55 = After picking fleet ships, FleetShipBudget is now -3.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 151 TypesForDirectAdd count by type: MissileShip : 15 Fighter : 21 Infiltrator : 17 Bomber : 12 AutocannonMinipod : 16 ZenithViralShredder : 12 MissileShipII : 10 InfiltratorII : 8 FighterII : 14 ZenithViralShredderII : 9 BomberII : 5 AutocannonMinipodII : 11 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 444.81 7/12/2014 6:15:28 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:15:10 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 13 AutocannonMinipod @ 0.98 each = 12.73 13 Bomber @ 2.5 each = 32.51 18 Fighter @ 1.67 each = 30 15 ZenithViralShredder @ 2 each = 30 15 MissileShip @ 1.67 each = 25 17 Infiltrator @ 1.2 each = 20.4 6 BomberII @ 5 each = 30.01 15 MissileShipII @ 3.33 each = 50 9 ZenithViralShredderII @ 4 each = 36 10 InfiltratorII @ 2.4 each = 23.99 9 FighterII @ 3.33 each = 30 5 AutocannonMinipodII @ 1.96 each = 9.79 = After picking fleet ships, FleetShipBudget is now -2.34 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 146 TypesForDirectAdd count by type: AutocannonMinipod : 13 Bomber : 13 Fighter : 18 ZenithViralShredder : 15 MissileShip : 15 Infiltrator : 17 BomberII : 6 MissileShipII : 15 ZenithViralShredderII : 9 InfiltratorII : 10 FighterII : 9 AutocannonMinipodII : 5 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 440.92 7/12/2014 6:15:58 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:15:40 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 90 Fighter @ 1.67 each = 149.99 ** Picked 54 FighterII @ 3.33 each = 180 = After picking fleet ships, FleetShipBudget is now -1.9 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 145 TypesForDirectAdd count by type: Fighter : 90 FighterII : 54 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 492 7/12/2014 6:16:35 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:16:17 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:18:18 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:17:48 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 148324 effectiveMetalForSalvageWave = floor(AISalvage) = 148324 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 181.06 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:18:30 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:18:00 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 18 ZenithViralShredder @ 2 each = 36 20 MissileShip @ 1.67 each = 33.33 13 AutocannonMinipod @ 0.98 each = 12.73 16 Fighter @ 1.67 each = 26.66 11 Bomber @ 2.5 each = 27.51 12 Infiltrator @ 1.2 each = 14.4 3 FighterII @ 3.33 each = 10 10 BomberII @ 5 each = 50.01 9 InfiltratorII @ 2.4 each = 21.59 9 AutocannonMinipodII @ 1.96 each = 17.63 13 MissileShipII @ 3.33 each = 43.33 9 ZenithViralShredderII @ 4 each = 36 = After picking fleet ships, FleetShipBudget is now -1.12 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 144 TypesForDirectAdd count by type: ZenithViralShredder : 18 MissileShip : 20 AutocannonMinipod : 13 Fighter : 16 Bomber : 11 Infiltrator : 12 FighterII : 3 BomberII : 10 InfiltratorII : 9 AutocannonMinipodII : 9 MissileShipII : 13 ZenithViralShredderII : 9 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 432.36 7/12/2014 6:19:40 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:19:10 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 22 AutocannonMinipod @ 0.98 each = 21.55 15 Bomber @ 2.5 each = 37.51 16 Fighter @ 1.67 each = 26.66 13 MissileShip @ 1.67 each = 21.66 12 ZenithViralShredder @ 2 each = 24 16 Infiltrator @ 1.2 each = 19.2 7 FighterII @ 3.33 each = 23.33 9 BomberII @ 5 each = 45.01 12 InfiltratorII @ 2.4 each = 28.79 12 ZenithViralShredderII @ 4 each = 48 6 MissileShipII @ 3.33 each = 20 7 AutocannonMinipodII @ 1.96 each = 13.71 = After picking fleet ships, FleetShipBudget is now -1.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 148 TypesForDirectAdd count by type: AutocannonMinipod : 22 Bomber : 15 Fighter : 16 MissileShip : 13 ZenithViralShredder : 12 Infiltrator : 16 FighterII : 7 BomberII : 9 InfiltratorII : 12 ZenithViralShredderII : 12 MissileShipII : 6 AutocannonMinipodII : 7 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 427.25 7/12/2014 6:19:48 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:19:18 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:20:30 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:20:00 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 328.08 = FleetShipBudget for this wave's fleet ships = 328.08 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 16 ZenithViralShredder @ 2 each = 32 17 AutocannonMinipod @ 0.98 each = 16.65 13 Fighter @ 1.67 each = 21.66 11 MissileShip @ 1.67 each = 18.33 19 Bomber @ 2.5 each = 47.51 12 Infiltrator @ 1.2 each = 14.4 12 MissileShipII @ 3.33 each = 40 9 FighterII @ 3.33 each = 30 12 InfiltratorII @ 2.4 each = 28.79 6 AutocannonMinipodII @ 1.96 each = 11.75 7 BomberII @ 5 each = 35.01 8 ZenithViralShredderII @ 4 each = 32 = After picking fleet ships, FleetShipBudget is now -0.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.55 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.45 == Wave total ships: 143 TypesForDirectAdd count by type: ZenithViralShredder : 16 AutocannonMinipod : 17 Fighter : 13 MissileShip : 11 Bomber : 19 Infiltrator : 12 MissileShipII : 12 FighterII : 9 InfiltratorII : 12 AutocannonMinipodII : 6 BomberII : 7 ZenithViralShredderII : 8 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 429.59 7/12/2014 6:20:53 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:20:23 normalWaveStrength:273.16 AccumulatedStrengthForNextWave:273.27 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 273.16 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 7/12/2014 6:20:53 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:20:23 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: False WaveStrength = 273.27 = FleetShipBudget for this wave's fleet ships = 273.27 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 50 Bomber @ 2.5 each = 125.02 ** Picked 30 BomberII @ 5 each = 150.04 = After picking fleet ships, FleetShipBudget is now -1.79 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 22.95 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LeechStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -73.05 == Wave total ships: 81 TypesForDirectAdd count by type: Bomber : 50 BomberII : 30 LeechStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 316 7/12/2014 6:21:40 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:20:49 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 212551 effectiveMetalForSalvageWave = floor(AISalvage) = 212551 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 259.46 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:23:10 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:22:19 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:24:41 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:23:50 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 282372 effectiveMetalForSalvageWave = floor(AISalvage) = 282372 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 344.69 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:26:11 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:25:20 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:27:42 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:26:51 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 402560 effectiveMetalForSalvageWave = floor(AISalvage) = 402560 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 491.41 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:29:12 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:28:21 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 6:30:34 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 8 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:29:43 normalWaveStrength:267.78 AccumulatedStrengthForNextWave:267.8 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 262.4 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 267.78 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.26 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 283.11 7/12/2014 6:30:34 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:29:43 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 283.11 = FleetShipBudget for this wave's fleet ships = 283.11 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.54 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, Infiltrator, AutocannonMinipod, ZenithViralShredder ** Picked 14 AutocannonMinipod @ 0.98 each = 13.71 14 MissileShip @ 1.67 each = 23.33 22 Fighter @ 1.67 each = 36.66 13 Infiltrator @ 1.2 each = 15.6 8 Bomber @ 2.5 each = 20 10 ZenithViralShredder @ 2 each = 20 11 FighterII @ 3.33 each = 36.67 7 InfiltratorII @ 2.4 each = 16.8 8 AutocannonMinipodII @ 1.96 each = 15.67 5 BomberII @ 5 each = 25.01 11 MissileShipII @ 3.33 each = 36.67 6 ZenithViralShredderII @ 4 each = 24 = After picking fleet ships, FleetShipBudget is now -1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 23.78 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -72.22 == Wave total ships: 130 TypesForDirectAdd count by type: AutocannonMinipod : 14 MissileShip : 14 Fighter : 22 Infiltrator : 13 Bomber : 8 ZenithViralShredder : 10 FighterII : 11 InfiltratorII : 7 AutocannonMinipodII : 8 BomberII : 5 MissileShipII : 11 ZenithViralShredderII : 6 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 397.78 7/12/2014 6:30:43 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:29:52 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 463563 effectiveMetalForSalvageWave = floor(AISalvage) = 463563 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 565.87 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 125 FleetShipBudget *= player.GetHandicapMultiplier() = 125 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 145.81 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 145.81 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 328.08 = Enough salvage strength to launch a salvage-reprisal, so calling TriggerNormalWave with OverrideStrength = 565.87 7/12/2014 6:30:43 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:29:52 ; Player.AIType: Mime ; Player.AIDifficulty: 7 ; EffectiveAIP: 125 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 565.87 = FleetShipBudget for this wave's fleet ships = 565.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 47.52 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 Dreadnought @ 96 each = 96 = After picking starships, StarshipBudget is now -48.48 == Wave total ships: 144 TypesForDirectAdd count by type: ArmorShipIII : 42 ArmorShipII : 92 ArmorShipIV : 9 Dreadnought : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 850.85 7/12/2014 7:30:17 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:31:22 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 7:30:25 PM (7.045) ----------------------------------- Triggering CPA (always from first AI); Game Time: 6:31:30 effectiveAIPForCPAPurposes = this.AIProgressionLevelEffective = 145 since diff == 7, numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 360 minimumAIPForCPAPurposes = Game.Instance.GameSecond / numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 65 effectiveAIPForCPAPurposes = Max(effectiveAIPForCPAPurposes,minimumAIPForCPAPurposes) = 145 difficultyFactor = ( this.AIDifficulty * this.GetHandicapMultiplier() ) / ( 13 - this.AIDifficulty ) : 1.17 aiTypeFactor = 1 simulateMaxTimeWaveFactor = Mat.One + ( ( this.AIDifficulty * 2 ) / ( ( 14 - this.AIDifficulty ) * 3 ) ) : 1.67 simulateDoubleWaveFactor = 2 simulateDifficultySpecificWaveSizeMultiplier = 2.25 humanHomeworldCountMultiplier = Mat.One + (FInt)( humanHomeworldCount - 1 ) = 1 numberOfShips (before applying cap-scale) = ( (FInt)effectiveAIPForCPAPurposes * difficultyFactor * aiTypeFactor * simulateMaxTimeWaveFactor * simulateDoubleWaveFactor * simulateDifficultySpecificWaveSizeMultiplier * humanHomeworldCountMultiplier ).IntValue = 1268 numberOfShips (after applying cap-scale) = 634 since player.SurplusCPAStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusCPAStrengthDonatedFromReinforcements / 5 = 635 7/12/2014 7:32:58 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:34:03 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 9234 effectiveMetalForSalvageWave = floor(AISalvage) = 9234 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 11.27 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 7:33:18 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:34:23 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 7:36:00 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:37:04 = Salvage is non-zero, so checking if player 8's AISalvage is high enough for a salvage-reprisal wave AISalvage: 9234 effectiveMetalForSalvageWave = floor(AISalvage) = 9234 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 11.27 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 7:36:20 PM (7.045) ----------------------------------- Salvage-Reprisal Wave Check; Current Game Time: 6:37:24 = Salvage is non-zero, so checking if player 9's AISalvage is high enough for a salvage-reprisal wave AISalvage: 200069 effectiveMetalForSalvageWave = floor(AISalvage) = 200069 referenceMetalCost = (metal cost of a mkI bomber in this game) = 1600 referenceStrength = (strength of a mkI bomber in this game) = 2 metalToStrengthRatio = referenceStrength / referenceMetalCost = 0.00122 = potentialSalvageStrength = effectiveMetalForSalvageWave * metalToStrengthRatio = 244.22 computing strength budget of a normal wave for threshold check FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 = not enough salvage strength to launch a salvage-reprisal (requires 1.5x the normal wave size), so we'll check again in about 3 minutes 7/12/2014 7:37:35 PM (7.045) ----------------------------------- = CheckForWave proceeding with wave for player 9 because AccumulatedStrengthForNextWave is now >= normalWaveStrength at Game Time: 6:38:39 normalWaveStrength:306.46 AccumulatedStrengthForNextWave:306.61 = computation of normalWaveStrength: FleetShipBudget = (base value, equivalent to a single mkI fighter on high caps) = 1 FleetShipBudget *= this.AITechLevel = 1 FleetShipBudget *= (FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 1 FleetShipBudget *= this.AIProgressionLevelEffective = 145 FleetShipBudget *= player.GetHandicapMultiplier() = 145 preMinStep_DifficultyMultiplier = player.AIDifficulty / ( 13 - player.AIDifficulty ) = 1.17 FleetShipBudget *= preMinStep_DifficultyMultiplier = 169.14 FleetShipBudget *= player.AITypeData.WaveSizeMultiplier = 169.14 postMinStep_DifficultyMultiplier = player.GetDifficultySpecificWaveSizeMultiplier() = 2.25 FleetShipBudget *= postMinStep_DifficultyMultiplier = 380.57 Because Diff >= 7 and entry_points = 10, entryPointMultiplier = 0.8 Because game time > 2 hours, using full entryPointMultiplier normalWaveStrength *= entryPointMultiplier = 304.38 normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 306.46 minimumStrength = 200 = AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds ) computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff = computation of normalWaveIntervalInSeconds: interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260 so, if you're curious, amountToGainPerSecond is 0.3 since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) : waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 321.93 7/12/2014 7:37:35 PM (7.045) ----------------------------------- Starting CreateWaveToPlanet at Game Time: 6:38:39 ; Player.AIType: Brutal ; Player.AIDifficulty: 7 ; EffectiveAIP: 145 ; AITechLevel: 1 ; IsSchizo: True WaveStrength = 321.93 = FleetShipBudget for this wave's fleet ships = 321.93 percentChanceParasiteWave (from AI type) = 0.03 percentChanceBomberWave (from AI type) = 0.06 percentChanceStealthWave (from AI type) = 0.06 = actually chosen WaveType: Normal AIP is between the current tech level's AIP threshold and the next tech level's, so promotionRatio (percent of fleet ships to be bought from next tech level up) = 0.63 Some strength budget remaining from previous pick phases (if any), so spend what remains on types from the Normal group * called PickUnitsForWave with: Fighter, Bomber, MissileShip, ZenithPolarizer, Saboteur ** Picked 14 MissileShip @ 1.67 each = 23.33 5 ZenithPolarizer @ 2 each = 10 8 Fighter @ 1.67 each = 13.33 11 Saboteur @ 4.8 each = 52.8 8 Bomber @ 2.5 each = 20 8 SaboteurII @ 9.6 each = 76.8 8 MissileShipII @ 3.33 each = 26.67 10 FighterII @ 3.33 each = 33.33 10 BomberII @ 5 each = 50.01 4 ZenithPolarizerII @ 4 each = 16 = After picking fleet ships, FleetShipBudget is now -0.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = StarshipBudget = originalFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier = 27.04 * called PickUnitsForWave with: LightStarship, Dreadnought, LeechStarship ** Picked 1 LightStarship @ 96 each = 96 = After picking starships, StarshipBudget is now -68.96 == Wave total ships: 87 TypesForDirectAdd count by type: MissileShip : 14 ZenithPolarizer : 5 Fighter : 8 Saboteur : 11 Bomber : 8 SaboteurII : 8 MissileShipII : 8 FighterII : 10 BomberII : 10 ZenithPolarizerII : 4 LightStarship : 1 TypesForCarrierAdd count by type: == For a grand-total Strength value of 423.59 |
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Big enough deal to raise awareness on the forums as well IMO. |
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Armored warheads won't generate salvage (from themselves, already didn't from kills) in 7.046, thanks :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Jul 12, 2014 8:39 pm | malkiel | New Issue | |
Jul 12, 2014 8:39 pm | malkiel | File Added: LogicLog_AIMechanic_Waves_MainThread.txt | |
Jul 12, 2014 9:53 pm | TechSY730 | Note Added: 0038677 | |
Jul 14, 2014 1:05 pm | keith.lamothe | Internal Weight | => New |
Jul 14, 2014 1:05 pm | keith.lamothe | Note Added: 0038684 | |
Jul 14, 2014 1:05 pm | keith.lamothe | Status | new => resolved |
Jul 14, 2014 1:05 pm | keith.lamothe | Fixed in Version | => 7.046 |
Jul 14, 2014 1:05 pm | keith.lamothe | Resolution | open => fixed |
Jul 14, 2014 1:05 pm | keith.lamothe | Assigned To | => keith.lamothe |