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IDProjectCategoryLast Update
0022510AI War 2Bug - GameplayJan 4, 2020 12:20 am
ReporterOvalcircle Assigned To 
Status newResolutionopen 
Product VersionBETA 1.102 Fireteam Refinements 
Summary0022510: The "Getting waves despite disabling waves" bug has resurfaced
DescriptionThis 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.
TagsNo tags attached.

Activities

Ovalcircle

Jan 4, 2020 12:20 am

reporter  

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
ArcenDebugLog.txt (59,745 bytes)   
go to raid engine.save (575,492 bytes)

Issue History

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