View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0022708 | AI War 2 | Bug - Gameplay | Jan 26, 2020 12:16 am | Jan 31, 2020 10:24 pm | |
Reporter | Ovalcircle | Assigned To | BadgerBadger | ||
Status | closed | Resolution | no change required | ||
Product Version | BETA 1.312 Stop Threatening Me | ||||
Summary | 0022708: Waves not showing up, Diff 10 | ||||
Description | 10 minutes in to a Diff 10 Tsunami campaign, no waves have shown up. Pretty sure this is a bug. The Debug log has some Wave Tracing in there. | ||||
Tags | No tags attached. | ||||
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ArcenDebugLog.txt (33,091 bytes)
1/26/2020 12:08:58 AM Current directory used: C:/Program Files (x86)/Steam/steamapps/common/AI War 2/ Process Count = 0 so PlayerDataDirectory used: C:/Program Files (x86)/Steam/steamapps/common/AI War 2/PlayerData/ 1/26/2020 12:08:58 AM Boot up FleetOS (0.6104s) 1/26/2020 12:08:58 AM graphicsDeviceType in use: Direct3D11 graphicsDeviceVersion in use: Direct3D 11.0 [level 11.0] graphicsMultiThreaded: True graphicsShaderLevel: 50 operatingSystem: Windows 8.1 (6.3.0) 64bit graphicsDeviceName: Intel(R) HD Graphics 4000 graphicsDeviceID: 358 graphicsDeviceVendor: Intel graphicsDeviceVendorID: 32902 graphicsDeviceVersion: Direct3D 11.0 [level 11.0] graphicsMemorySize: 912 maxTextureSize: 16384 npotSupport: Full processorType: Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz processorCount: 4 processorFrequency: 2594 systemMemorySize: 8081 supportedRenderTargetCount: 8 supportsComputeShaders: True supportsShadows: True usesReversedZBuffer: True 1/26/2020 12:08:58 AM Check System Logs For Rogue Intelligence (0.0571s) 1/26/2020 12:08:58 AM Game Version: 1.312 1/26/2020 12:08:58 AM Eject Trash Into Hyperspace (0.1206s) 1/26/2020 12:08:58 AM Expansions: The Spire Rises (Installed!) Zenith Onslaught (NOT INSTALLED) 1/26/2020 12:08:58 AM Check For Extra Modules (0.0160s) 1/26/2020 12:08:58 AM Warning: skipped mod "_Vanilla" in XMLLoadingOrder.txt because we couldn't find any mod with that name 1/26/2020 12:08:58 AM Bring Cloaking Systems Online (0.0250s) 1/26/2020 12:08:58 AM Remembering Alamo (0.0522s) 1/26/2020 12:08:58 AM Generating Framerates (0.0426s) 1/26/2020 12:08:59 AM Recalculate Speed Of Light (0.4485s) 1/26/2020 12:08:59 AM Optimize Comfort On Command Decks (0.0540s) 1/26/2020 12:08:59 AM Check Nearby Stellar Masses (0.0370s) 1/26/2020 12:08:59 AM No resolution change was required. 1/26/2020 12:08:59 AM Applied graphics settings: AntialiasingMode:x2 UseSoftParticles:False BillboardsFaceCameraPosition:False AnisotropicMode:ForceEnable TextureQuality:Full 1/26/2020 12:08:59 AM Applied Framerate Type: 30 FPS (vsync: 0 targetFPS:30) 1/26/2020 12:08:59 AM Refresh Optical Lensing (0.0240s) 1/26/2020 12:09:00 AM Revise Fundamental Physical Laws (0.6543s) 1/26/2020 12:09:00 AM Boot Audio Comms (0.0340s) 1/26/2020 12:09:00 AM Establish Individual Audio Links (0.0630s) 1/26/2020 12:09:01 AM Prepare Explosions and Crackles (1.0587s) 1/26/2020 12:09:02 AM Calculate Odds Of Success (1.2457s) 1/26/2020 12:09:05 AM Briefly Panic (3.2184s) 1/26/2020 12:09:06 AM Install Confidence Routines (0.3671s) 1/26/2020 12:09:06 AM Bring Commander Interface Online (0.4557s) 1/26/2020 12:09:06 AM Motivate All Crews (0.0801s) 1/26/2020 12:09:06 AM Externalizing Patterns (0.0540s) 1/26/2020 12:09:07 AM Disengaging Constants (0.7274s) 1/26/2020 12:09:08 AM Late Axionic Computations (0.8537s) 1/26/2020 12:09:08 AM Connecting to Fleet Command (0.0305s) 1/26/2020 12:09:08 AM Thinking Of Advice (0.0582s) 1/26/2020 12:09:08 AM Degaussing Advice (0.3164s) 1/26/2020 12:09:08 AM Naming All Known Planets (0.0612s) 1/26/2020 12:09:08 AM Remembering Speeds (0.0372s) 1/26/2020 12:09:08 AM Prioritizing Targets (0.0322s) 1/26/2020 12:09:08 AM Rebooting Sensor Arrays (0.0292s) 1/26/2020 12:09:08 AM Unloading Prismatic Grid (0.0420s) 1/26/2020 12:09:08 AM Thinking Of Objectives (0.0130s) 1/26/2020 12:09:08 AM Re-Aligning Objectives (0.0527s) 1/26/2020 12:09:08 AM Inhibiting Visual Scans (0.0816s) 1/26/2020 12:09:08 AM Synthesizing Vocals (0.0308s) 1/26/2020 12:09:09 AM Ventilating Scenarios (0.0286s) 1/26/2020 12:09:09 AM Decontaminating Targeting Systems (0.0581s) 1/26/2020 12:09:09 AM Ejecting Tactical Core (0.0243s) 1/26/2020 12:09:09 AM Calibrating Formations (0.0237s) 1/26/2020 12:09:09 AM Intercepting Galactic Maps (0.0699s) 1/26/2020 12:09:09 AM Sterilizing Test Chamber (0.0480s) 1/26/2020 12:09:09 AM Faction Diagnostics (0.0712s) 1/26/2020 12:09:09 AM Buffering Hackers (0.0750s) 1/26/2020 12:09:09 AM Inverting Death (0.0342s) 1/26/2020 12:09:09 AM Linear Field Variance (0.1637s) 1/26/2020 12:09:09 AM Charging Marks (0.0270s) 1/26/2020 12:09:09 AM Guarding The Posts (0.0370s) 1/26/2020 12:09:09 AM Range Manifolds (0.0321s) 1/26/2020 12:09:09 AM Purging ROFs (0.0286s) 1/26/2020 12:09:09 AM Manipulating Speeds (0.0345s) 1/26/2020 12:09:09 AM Detecting Projectiles (0.0216s) 1/26/2020 12:09:09 AM Grouping Flow Fields (0.0692s) 1/26/2020 12:09:09 AM Modulating Flow Field Groups (0.0568s) 1/26/2020 12:09:10 AM Designing Fleets (0.1745s) 1/26/2020 12:09:10 AM Thinking Of Technologies (0.0341s) 1/26/2020 12:09:10 AM Categorizing Starboard Sensors (0.0485s) 1/26/2020 12:09:10 AM Injecting Galactic Variables (0.0489s) 1/26/2020 12:09:10 AM Discharging Colored Ions (0.0498s) 1/26/2020 12:09:10 AM Replicating Ion Colors (0.0160s) 1/26/2020 12:09:13 AM Taunting Starfields (2.8447s) 1/26/2020 12:09:21 AM Crawling Distant Planets (8.3644s) 1/26/2020 12:09:21 AM Investigating Map Signatures (0.0789s) 1/26/2020 12:09:21 AM Collating Solar Systems (0.0219s) 1/26/2020 12:09:21 AM Categorizing All Planets (0.0187s) 1/26/2020 12:09:21 AM Organizing Commands (0.0787s) 1/26/2020 12:09:21 AM Calculating Firing Cones (0.0090s) 1/26/2020 12:09:23 AM Developing New Ship Parts (1.7230s) 1/26/2020 12:09:46 AM Flex All Capacitors (22.7270s) 1/26/2020 12:09:46 AM Issuing Orders (0.0350s) 1/26/2020 12:09:46 AM Augmenting Infusers (0.0611s) 1/26/2020 12:09:46 AM Infusing (0.5328s) 1/26/2020 12:09:46 AM Post-Proton Surge (0.0100s) 1/26/2020 12:09:46 AM Calibrate Weapons Arrays (0.0950s) 1/26/2020 12:09:46 AM Stimulate Modulation (0.0310s) 1/26/2020 12:09:47 AM ArcenAssetBundleCache.InstantiatedObjects: 885 1/26/2020 12:09:49 AM Load Surrogates (2.8974s) 1/26/2020 12:09:49 AM Load Historical Documents (0.0080s) 1/26/2020 12:09:49 AM 51.9 seconds total load time. Boot up FleetOS (0.6s) Recalculate Speed Of Light (0.4s) Revise Fundamental Physical Laws (0.7s) Prepare Explosions and Crackles (1.1s) Calculate Odds Of Success (1.2s) Briefly Panic (3.2s) Install Confidence Routines (0.4s) Bring Commander Interface Online (0.5s) Disengaging Constants (0.7s) Late Axionic Computations (0.9s) Degaussing Advice (0.3s) Taunting Starfields (2.8s) Crawling Distant Planets (8.4s) Developing New Ship Parts (1.7s) Flex All Capacitors (22.7s) Infusing (0.5s) Load Surrogates (2.9s) 1/26/2020 12:09:51 AM Hello Steam user 'Ovalcircle' at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <aaf82661aeba4fddb5373a1ad3eb3a73>:0 at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <aaf82661aeba4fddb5373a1ad3eb3a73>:0 at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <aaf82661aeba4fddb5373a1ad3eb3a73>:0 at ArcenGameController.Update () [0x00000] in <e6e5a3bb9cbe4033b68586a246cf0d60>:0 1/26/2020 12:09:59 AM Start Generate Partial Map with X and seed 426593119 and planet count 40 and 18 factions 1/26/2020 12:09:59 AM World Created, Launching Server 1/26/2020 12:10:00 AM Successfully opened host socket 1/26/2020 12:10:25 AM Start Generate FULL Map with X and seed 426593119 and planet count 40 and 18 factions 1/26/2020 12:10:25 AM Generate FULL Map Complete 1/26/2020 12:13:08 AM About to spend budget on Wave. Next attempt to spend time calculated by 602 + 600 AI spending 3298.06640625 on Wave at 602. Next spend attempt at 1202 Planning a wave with budget 3298 isReconquestWave: False targetFaction: default requiredWaveToDefenseRatio: 0.699951171875 Finding wave warning time Finding target planet Finding valid composition for a potential wave coming from Tyrann.getWaveComposition: budget: 3298 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 Hillis.getWaveComposition: budget: 3298 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 Bressua.getWaveComposition: budget: 3298 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 Arrarat.getWaveComposition: budget: 3298 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 Ichbiah.getWaveComposition: budget: 3298 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 106. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding SentinelGunboat as a build choice for the incoming fleet. AI cost: 70 strength 69. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Ilion.getWaveComposition: budget: 3298 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 Herado.getWaveComposition: budget: 3298 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 Damsascene.getWaveComposition: budget: 3298 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 Kennedy.getWaveComposition: budget: 3298 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 77. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Easley.getWaveComposition: budget: 3298 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 Geschke.getWaveComposition: budget: 3298 no ships specified, so go with the defaults from the planet getWaveComposition: Adding Spider as a build choice for the incoming fleet. AI cost: 28 strength 35. 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 Crubutania.getWaveComposition: budget: 3298 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 1 different ship types Finding valid composition for a potential wave coming from Murdoch.getWaveComposition: budget: 3298 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 Baldur.getWaveComposition: budget: 3298 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 Trill.getWaveComposition: budget: 3298 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 Wirth.getWaveComposition: budget: 3298 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 Ceta.getWaveComposition: budget: 3298 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 Garey.getWaveComposition: budget: 3298 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 Hahn.getWaveComposition: budget: 3298 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 Thrun.getWaveComposition: budget: 3298 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 Ingalls.getWaveComposition: budget: 3298 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 Dawn.getWaveComposition: budget: 3298 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 Zanovar.getWaveComposition: budget: 3298 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 1 different ship types Finding valid composition for a potential wave coming from Armaghast.getWaveComposition: budget: 3298 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 77. 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 Faraday.getWaveComposition: budget: 3298 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 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 Blei.getWaveComposition: budget: 3298 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 1 different ship types Finding valid composition for a potential wave coming from Glass.getWaveComposition: budget: 3298 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 1 different ship types Finding valid composition for a potential wave coming from Skichi.getWaveComposition: budget: 3298 no ships specified, so go with the defaults from the planet getWaveComposition: Adding SpacePlane as a build choice for the incoming fleet. AI cost: 18 strength 18. We have now chosen 0 of our max of 1 different ship types Finding valid composition for a potential wave coming from Schischak.getWaveComposition: budget: 3298 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 77. 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 Motwani.getWaveComposition: budget: 3298 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 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 Shadbolt.getWaveComposition: budget: 3298 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 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 Gali.getWaveComposition: budget: 3298 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 Wendaya.getWaveComposition: budget: 3298 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 Paralyser as a build choice for the incoming fleet. AI cost: 20 strength 20. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Lenat.getWaveComposition: budget: 3298 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 Eurus.getWaveComposition: budget: 3298 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 Basilica.getWaveComposition: budget: 3298 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 Kuan.getWaveComposition: budget: 3298 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 Kemeny.getWaveComposition: budget: 3298 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 Iverson.getWaveComposition: budget: 3298 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 77. We have now chosen 1 of our max of 2 different ship types checking Tyrann ==> Savitch as possible launch planet. target faction null hostile strength 12086 wave strength 3332 ratio 0.275634765625 required ratio 0.699951171875 Exit D checking Tyrann ==> Hillis as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Tyrann ==> Ichbiah as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Tyrann ==> Herado as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Tyrann ==> Kennedy as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Hillis ==> Tyrann as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Hillis ==> Bressua as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Hillis ==> Arrarat as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Bressua ==> Hillis as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Arrarat ==> Hillis as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Ichbiah ==> Tyrann as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Ichbiah ==> Ilion as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Ilion ==> Ichbiah as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Herado ==> Tyrann as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Herado ==> Damsascene as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Damsascene ==> Herado as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Kennedy ==> Tyrann as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Kennedy ==> Easley as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Easley ==> Kennedy as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Geschke ==> Savitch as possible launch planet. target faction null hostile strength 12086 wave strength 3827 ratio 0.31640625 required ratio 0.699951171875 Exit D checking Geschke ==> Crubutania as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Geschke ==> Trill as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Geschke ==> Ceta as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Geschke ==> Hahn as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Crubutania ==> Geschke as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Crubutania ==> Murdoch as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Crubutania ==> Baldur as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Murdoch ==> Crubutania as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Baldur ==> Crubutania as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Trill ==> Geschke as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Trill ==> Wirth as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Wirth ==> Trill as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Ceta ==> Geschke as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Ceta ==> Garey as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Garey ==> Ceta as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Hahn ==> Geschke as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Hahn ==> Thrun as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Thrun ==> Hahn as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Ingalls ==> Savitch as possible launch planet. target faction null hostile strength 12086 wave strength 3480 ratio 0.287841796875 required ratio 0.699951171875 Exit D checking Ingalls ==> Dawn as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Ingalls ==> Faraday as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Ingalls ==> Glass as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Ingalls ==> Schischak as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Dawn ==> Ingalls as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Dawn ==> Zanovar as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Dawn ==> Armaghast as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Zanovar ==> Dawn as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Armaghast ==> Dawn as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Faraday ==> Ingalls as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Faraday ==> Blei as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Blei ==> Faraday as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Glass ==> Ingalls as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Glass ==> Skichi as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Skichi ==> Glass as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Schischak ==> Ingalls as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Schischak ==> Motwani as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Motwani ==> Schischak as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Shadbolt ==> Savitch as possible launch planet. target faction null hostile strength 12086 wave strength 3500 ratio 0.28955078125 required ratio 0.699951171875 Exit D checking Shadbolt ==> Gali as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Shadbolt ==> Lenat as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Shadbolt ==> Basilica as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Shadbolt ==> Kemeny as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Gali ==> Shadbolt as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Gali ==> Wendaya as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Wendaya ==> Gali as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Lenat ==> Shadbolt as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Lenat ==> Eurus as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Eurus ==> Lenat as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Basilica ==> Shadbolt as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Basilica ==> Kuan as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Kuan ==> Basilica as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Kemeny ==> Shadbolt as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Kemeny ==> Iverson as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Iverson ==> Kemeny as possible launch planet. target faction null Exit B (friendly toward controlling faction) ChooseWaveTarget: No valid targets were found are adjacent to an enemy planet. ratio 0.699951171875 isreconquest False No valid targets were found. 1/26/2020 12:13:42 AM PLAYER DISCONNECTED 0.0.0.0=>0 |
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checking Ingalls ==> Dawn as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Ingalls ==> Faraday as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Ingalls ==> Glass as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Ingalls ==> Schischak as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Dawn ==> Ingalls as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Dawn ==> Zanovar as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Dawn ==> Armaghast as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Zanovar ==> Dawn as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Armaghast ==> Dawn as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Faraday ==> Ingalls as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Faraday ==> Blei as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Blei ==> Faraday as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Glass ==> Ingalls as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Glass ==> Skichi as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Skichi ==> Glass as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Schischak ==> Ingalls as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Schischak ==> Motwani as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Motwani ==> Schischak as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Shadbolt ==> Savitch as possible launch planet. target faction null hostile strength 12086 wave strength 3500 ratio 0.28955078125 required ratio 0.699951171875 Exit D checking Shadbolt ==> Gali as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Shadbolt ==> Lenat as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Shadbolt ==> Basilica as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Shadbolt ==> Kemeny as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Gali ==> Shadbolt as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Gali ==> Wendaya as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Wendaya ==> Gali as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Lenat ==> Shadbolt as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Lenat ==> Eurus as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Eurus ==> Lenat as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Basilica ==> Shadbolt as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Basilica ==> Kuan as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Kuan ==> Basilica as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Kemeny ==> Shadbolt as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Kemeny ==> Iverson as possible launch planet. target faction null Exit B (friendly toward controlling faction) checking Iverson ==> Kemeny as possible launch planet. target faction null Exit B (friendly toward controlling faction) ChooseWaveTarget: No valid targets were found are adjacent to an enemy planet. ratio 0.699951171875 isreconquest False No valid targets were found. |
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The AI won't send waves until it has enough strength to do some damage to the target on high difficulties. The AI doesn't think it has a good target so it's waiting until it's stronger. |
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Ok. Makes sense. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 26, 2020 12:16 am | Ovalcircle | New Issue | |
Jan 26, 2020 12:16 am | Ovalcircle | File Added: ArcenDebugLog.txt | |
Jan 31, 2020 9:52 pm | Chris_McElligottPark | Assigned To | => BadgerBadger |
Jan 31, 2020 9:52 pm | Chris_McElligottPark | Status | new => assigned |
Jan 31, 2020 9:52 pm | Chris_McElligottPark | Note Added: 0055846 | |
Jan 31, 2020 10:00 pm | BadgerBadger | Note Added: 0055848 | |
Jan 31, 2020 10:00 pm | BadgerBadger | Status | assigned => closed |
Jan 31, 2020 10:00 pm | BadgerBadger | Resolution | open => no change required |
Jan 31, 2020 10:24 pm | Ovalcircle | Note Added: 0055850 |