View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0022510 | AI War 2 | Bug - Gameplay | Jan 4, 2020 12:20 am | Jan 4, 2020 12:20 am | |
Reporter | Ovalcircle | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | BETA 1.102 Fireteam Refinements | ||||
Summary | 0022510: The "Getting waves despite disabling waves" bug has resurfaced | ||||
Description | This time I believe I have found the culprit. As soon as a raid engine fires, a wave appears instantly on one of my planets. Then the waves start queuing up at regular intervals. Attached: Debug log with Wave tracing on. Also, a save right before the raid engine gets alerted. Move the Strike fleet onto the raid engine planet, then a regular wave should appear instantly once the timer gets to 0. | ||||
Tags | No tags attached. | ||||
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ArcenDebugLog.txt (59,745 bytes)
1/4/2020 12:06:13 AM Start Generate FULL Map with Clusters and seed 426593119 and planet count 80 and 18 factions 1/4/2020 12:06:14 AM Generate FULL Map Complete 1/4/2020 12:10:23 AM AI initializing spend time for Wave to 601; it is currently 1 AI initializing spend time for CPA to 7201; it is currently 1 Planning a wave with budget 28620 isReconquestWave: False targetFaction: Human requiredWaveToDefenseRatio: 0 Finding wave warning time Finding target planet Finding valid composition for a potential wave coming from Tardos.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 131. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Burgess.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 14 strength 14. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Koster.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 28. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 26. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Sark.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Hillis.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 29 strength 29. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Balta.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 68. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Hekate.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 131. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Dijkstra.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 31. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Armus.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding AblativeGatling as a build choice for the incoming fleet. AI cost: 18 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Murdoch.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 36. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Midway.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 28. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Algol.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 14 strength 14. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 28. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Kalixa.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 29 strength 29. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Murra.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Prasa.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 14 strength 14. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Narshe.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Morgan.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Bos.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Mandress.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding AutoBomb as a build choice for the incoming fleet. AI cost: 20 strength 19. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 40 strength 40. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Sleator.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 14 strength 14. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 31. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Ory.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 40 strength 40. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Wolfram.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 31. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 28. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Boole.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 14 strength 14. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 28. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Geschke.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding AblativeGatling as a build choice for the incoming fleet. AI cost: 18 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Liskov.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 26. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 29 strength 29. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Akka.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 68. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Ix.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 14 strength 14. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 28. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Prism.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 131. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 40 strength 40. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Wang.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 36. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Morris.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 29 strength 29. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Glacis.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 14 strength 14. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Synnax.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 36. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Bernus.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Guha.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 36. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Trenco.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 36. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Kultis.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 68. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Onebraker.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 36. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Date.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 68. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Sanctuary.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Beatty.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 68. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Gamma.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 36. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Tenebra.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Dongarra.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 68. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Eades.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Thalheim.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding SentinelGunboat as a build choice for the incoming fleet. AI cost: 70 strength 69. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 106. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Duellos.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Finin.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PulsarPunk as a build choice for the incoming fleet. AI cost: 72 strength 80. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Korn.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Horvitz.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 36. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Tsuba.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 29 strength 29. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Iceni.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 36. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Hearth.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 68. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Asprey.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 28. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 14 strength 14. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Hamilton.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 14 strength 14. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Luks.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 36. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Appel.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 36. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Vap.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Shiva.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 68. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Melpomenia.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 28. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 26. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Wulf.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 41. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding FusionSaw as a build choice for the incoming fleet. AI cost: 42 strength 34. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Kahn.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 41. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 31. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Sobek.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 14. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 14 strength 14. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Aho.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 28. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Croft.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 131. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Tozus.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Vente.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 29 strength 29. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Stamper.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 14 strength 14. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Bradamont.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Ward.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 36. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Miranda.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 68. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Ichbiah.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 68. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Danube.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Pauphus.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 14 strength 14. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 26. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Goguen.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 30. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Mauchly.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 68. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Lusitania.getWaveComposition: budget: 28620 no ships specified, so go with the defaults from the planet getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 40 strength 40. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 76. We have now chosen 1 of our max of 2 different ship types checking Tardos ==> Invincible as possible launch planet. target faction Player index 12ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Tardos ==> Invincible checking Tardos ==> Burgess as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Tardos ==> Dayan as possible launch planet. target faction Player index 12ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Tardos ==> Dayan checking Tardos ==> Vidha as possible launch planet. target faction Player index 12ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Tardos ==> Vidha checking Tardos ==> Cormack as possible launch planet. target faction Player index 12ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Tardos ==> Cormack checking Tardos ==> Koster as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Burgess ==> Tardos as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Burgess ==> Koster as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Koster ==> Tardos as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Koster ==> Burgess as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Koster ==> Vidha as possible launch planet. target faction Player index 12ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Koster ==> Vidha checking Sark ==> Balta as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Sark ==> Dijkstra as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Sark ==> Armus as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Hillis ==> Balta as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Hillis ==> Dijkstra as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Hillis ==> Eades as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Balta ==> Sark as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Balta ==> Hillis as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Balta ==> Hekate as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Balta ==> Dijkstra as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Balta ==> Armus as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Hekate ==> Balta as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Hekate ==> Armus as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Hekate ==> Liskov as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Dijkstra ==> Sark as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Dijkstra ==> Hillis as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Dijkstra ==> Balta as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Armus ==> Sark as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Armus ==> Balta as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Armus ==> Hekate as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Murdoch ==> Algol as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Murdoch ==> Finin as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Midway ==> Algol as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Midway ==> Wolfram as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Algol ==> Murdoch as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Algol ==> Midway as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Algol ==> Kalixa as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Kalixa ==> Algol as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Murra ==> Prasa as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Murra ==> Narshe as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Murra ==> Morgan as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Murra ==> Bos as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Murra ==> Sleator as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Prasa ==> Murra as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Prasa ==> Narshe as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Prasa ==> Bos as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Narshe ==> Murra as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Narshe ==> Prasa as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Narshe ==> Mandress as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Narshe ==> Sleator as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Morgan ==> Murra as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Morgan ==> Sleator as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Morgan ==> Asprey as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Bos ==> Murra as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Bos ==> Prasa as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Bos ==> Tozus as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Mandress ==> Narshe as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Mandress ==> Sleator as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Sleator ==> Murra as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Sleator ==> Narshe as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Sleator ==> Morgan as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Sleator ==> Mandress as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Ory ==> Wolfram as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Ory ==> Boole as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Ory ==> Geschke as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Ory ==> Liskov as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Wolfram ==> Ory as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Wolfram ==> Liskov as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Wolfram ==> Akka as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Wolfram ==> Midway as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Boole ==> Ory as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Boole ==> Geschke as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Boole ==> Hearth as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Geschke ==> Ory as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Geschke ==> Boole as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Geschke ==> Akka as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Liskov ==> Ory as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Liskov ==> Wolfram as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Liskov ==> Hekate as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Akka ==> Wolfram as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Akka ==> Geschke as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Ix ==> Prism as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Ix ==> Synnax as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Prism ==> Ix as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Prism ==> Wang as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Wang ==> Prism as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Wang ==> Morris as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Morris ==> Wang as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Morris ==> Glacis as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Glacis ==> Morris as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Glacis ==> Synnax as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Glacis ==> Invincible as possible launch planet. target faction Player index 12ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Glacis ==> Invincible checking Synnax ==> Ix as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Synnax ==> Glacis as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Bernus ==> Guha as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Bernus ==> Trenco as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Bernus ==> Kultis as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Bernus ==> Vidha as possible launch planet. target faction Player index 12ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Bernus ==> Vidha checking Guha ==> Bernus as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Guha ==> Trenco as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Guha ==> Sanctuary as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Trenco ==> Bernus as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Trenco ==> Guha as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Trenco ==> Kultis as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Trenco ==> Onebraker as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Trenco ==> Sanctuary as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Kultis ==> Bernus as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Kultis ==> Trenco as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Kultis ==> Onebraker as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Onebraker ==> Trenco as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Onebraker ==> Kultis as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Onebraker ==> Date as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Onebraker ==> Sanctuary as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Date ==> Onebraker as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Date ==> Mauchly as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Sanctuary ==> Guha as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Sanctuary ==> Trenco as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Sanctuary ==> Onebraker as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Sanctuary ==> Kahn as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Beatty ==> Gamma as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Beatty ==> Tenebra as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Beatty ==> Duellos as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Gamma ==> Beatty as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Gamma ==> Tenebra as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Gamma ==> Dongarra as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Gamma ==> Eades as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Gamma ==> Thalheim as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Gamma ==> Duellos as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Tenebra ==> Beatty as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Tenebra ==> Gamma as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Tenebra ==> Wulf as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Dongarra ==> Gamma as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Dongarra ==> Thalheim as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Dongarra ==> Horvitz as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Eades ==> Gamma as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Eades ==> Thalheim as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Eades ==> Duellos as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Eades ==> Hillis as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Thalheim ==> Gamma as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Thalheim ==> Dongarra as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Thalheim ==> Eades as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Duellos ==> Beatty as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Duellos ==> Gamma as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Duellos ==> Eades as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Finin ==> Korn as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Finin ==> Tsuba as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Finin ==> Murdoch as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Korn ==> Finin as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Korn ==> Iceni as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Horvitz ==> Tsuba as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Horvitz ==> Iceni as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Horvitz ==> Dongarra as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Tsuba ==> Finin as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Tsuba ==> Horvitz as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Iceni ==> Korn as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Iceni ==> Horvitz as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Iceni ==> Cormack as possible launch planet. target faction Player index 12ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Iceni ==> Cormack checking Hearth ==> Hamilton as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Hearth ==> Luks as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Hearth ==> Appel as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Hearth ==> Boole as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Asprey ==> Luks as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Asprey ==> Appel as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Asprey ==> Vap as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Asprey ==> Morgan as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Hamilton ==> Hearth as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Hamilton ==> Luks as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Luks ==> Hearth as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Luks ==> Asprey as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Luks ==> Hamilton as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Luks ==> Appel as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Luks ==> Vap as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Appel ==> Hearth as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Appel ==> Asprey as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Appel ==> Luks as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Vap ==> Asprey as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Vap ==> Luks as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Vap ==> Ichbiah as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Shiva ==> Kahn as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Shiva ==> Sobek as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Melpomenia ==> Wulf as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Melpomenia ==> Sobek as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Wulf ==> Melpomenia as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Wulf ==> Sobek as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Wulf ==> Tenebra as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Kahn ==> Shiva as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Kahn ==> Sobek as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Kahn ==> Sanctuary as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Sobek ==> Shiva as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Sobek ==> Melpomenia as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Sobek ==> Wulf as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Sobek ==> Kahn as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Aho ==> Croft as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Aho ==> Vente as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Aho ==> Ward as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Croft ==> Aho as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Croft ==> Tozus as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Croft ==> Stamper as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Croft ==> Ward as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Tozus ==> Croft as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Tozus ==> Stamper as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Tozus ==> Ward as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Tozus ==> Bos as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Vente ==> Aho as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Stamper ==> Croft as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Stamper ==> Tozus as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Bradamont ==> Ward as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Ward ==> Aho as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Ward ==> Croft as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Ward ==> Tozus as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Ward ==> Bradamont as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Miranda ==> Ichbiah as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Miranda ==> Danube as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Miranda ==> Pauphus as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Ichbiah ==> Miranda as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Ichbiah ==> Danube as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Ichbiah ==> Pauphus as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Ichbiah ==> Vap as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Danube ==> Miranda as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Danube ==> Ichbiah as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Pauphus ==> Miranda as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Pauphus ==> Ichbiah as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Goguen ==> Mauchly as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Goguen ==> Lusitania as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Mauchly ==> Goguen as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Mauchly ==> Lusitania as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Mauchly ==> Date as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Lusitania ==> Goguen as possible launch planet. target faction Player index 12Exit A, wave was against Human checking Lusitania ==> Mauchly as possible launch planet. target faction Player index 12Exit A, wave was against Human ChooseWaveTarget: adding possibleSpawnPoint to Preferred list: Tardos ==> Invincible ChooseWaveTarget: adding possibleSpawnPoint to Preferred list: Tardos ==> Dayan ChooseWaveTarget: adding possibleSpawnPoint to Preferred list: Tardos ==> Vidha ChooseWaveTarget: adding possibleSpawnPoint to Preferred list: Tardos ==> Cormack ChooseWaveTarget: adding possibleSpawnPoint to Preferred list: Koster ==> Vidha ChooseWaveTarget: adding possibleSpawnPoint to Preferred list: Glacis ==> Invincible ChooseWaveTarget: adding possibleSpawnPoint to Preferred list: Bernus ==> Vidha ChooseWaveTarget: adding possibleSpawnPoint to Preferred list: Iceni ==> Cormack ChooseWaveTarget: warp gate planet Tardos target planet Dayan Determine wave type Sending wave with budget 28620 at 986 (interval 600 current time 386) and gving 180 seconds of advanced warning Planned wave: <color=#CC5500>AI (Full Ensemble) Wave </color> <color=#FF6A00><font="AIW2Icon">l</font>37</color> with <color=#7699ff>150</color> <color=#cfd988>Vanguard</color> ships, <color=#7699ff>138</color> <color=#cfd988>Inhibiting Tesla Corvette</color> ships. Wave budget 28560. spawning on <color=#F5FFFA>Dayan</color> from warp gate on <color=#CC5500>Tardos</color> in <color=#a1ffa1>10m 0s</color>. <size=11.9><color=#3f6c9e>Hold </color><color=#4486d1>C</color> <color=#3f6c9e>and click here to view details on all the ship types in the wave.</color> </size> advance warning to give 180. ai cost budget of wave 28560 AI faction 1: Full Ensemble PlanWave ends 1/4/2020 12:11:10 AM PLAYER DISCONNECTED 0.0.0.0=>0 |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 4, 2020 12:20 am | Ovalcircle | New Issue | |
Jan 4, 2020 12:20 am | Ovalcircle | File Added: ArcenDebugLog.txt | |
Jan 4, 2020 12:20 am | Ovalcircle | File Added: go to raid engine.save | |
Jan 4, 2020 12:20 am | Ovalcircle | File Added: go to raid engine.savemet |