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IDProjectCategoryLast Update
0008856AI War 1 / ClassicSuggestion - AI Behavior And TacticsJul 10, 2012 4:55 pm
ReporterTechSY730 Assigned Tokeith.lamothe  
Status assignedResolutionopen 
Product Version5.038 
Summary0008856: Still getting Beam starships in Mk. III waves
DescriptionI'm still getting beam starships in Mk. III waves. In this case, it was a Mk. III counterattack post wave. Attached is the wave log, and a save from before the attack.
TagsNo tags attached.
Internal WeightFix Before Major Release

Relationships

related to 0008539 resolvedkeith.lamothe Beam starships included in mark-III counterattack waves 

Activities

TechSY730

Jul 9, 2012 1:11 am

reporter  

Mission B8.sav (254,075 bytes)

TechSY730

Jul 9, 2012 1:11 am

reporter  

AIThreadWaveComputationLog.txt (17,179 bytes)   
7/5/2012 11:55:22 PM (5.036)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 1:24:10 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 34 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.77 * 1 = 1.77
aiTypeBasedAIPIncrement : 30
since difficulty < 8, effectiveAIP = AIProgressionLevel
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 90.07
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 72.04
workingShips = Min(workingShips,34 * handicap_multiplier) :72.04
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :72.04
numberShips = workingShips.IntValue :72
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :72


7/6/2012 12:16:10 AM (5.036)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 1:37:51 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 55 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 0.71 * 1 = 0.71
aiTypeBasedAIPIncrement : 30
since difficulty < 8, effectiveAIP = AIProgressionLevel
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 119.62
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 123.8
workingShips = Min(workingShips,34 * handicap_multiplier) :123.8
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :123.8
numberShips = workingShips.IntValue :123
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :123


7/6/2012 12:18:03 AM (5.036)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 1:39:43 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 55 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.72 * 1 = 1.72
aiTypeBasedAIPIncrement : 0
since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 64
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 102.4
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 86.3
workingShips = Min(workingShips,34 * handicap_multiplier) :86.3
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :86.3
numberShips = workingShips.IntValue :86
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :86


7/6/2012 12:48:03 AM (5.036)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 2:06:55 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 56 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.51 * 1 = 1.51
aiTypeBasedAIPIncrement : 30
since difficulty < 8, effectiveAIP = AIProgressionLevel
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 121.03
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 103.21
workingShips = Min(workingShips,34 * handicap_multiplier) :103.21
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :103.21
numberShips = workingShips.IntValue :103


7/6/2012 12:54:34 AM (5.036)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 2:13:11 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 76 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.86 * 1 = 1.86
aiTypeBasedAIPIncrement : 0
since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 91
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 145.6
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 159.43
workingShips = Min(workingShips,34 * handicap_multiplier) :159.43
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :159.43
numberShips = workingShips.IntValue :159
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :159


7/6/2012 1:00:51 AM (5.036)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 2:18:49 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 76 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 0.62 * 1 = 0.62
aiTypeBasedAIPIncrement : 30
since difficulty < 8, effectiveAIP = AIProgressionLevel
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 149.18
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 136.94
workingShips = Min(workingShips,34 * handicap_multiplier) :136.94
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :136.94
numberShips = workingShips.IntValue :136
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :136


7/6/2012 11:39:56 PM (5.036)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 2:36:47 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 77 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.31 * 1 = 1.31
aiTypeBasedAIPIncrement : 0
since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 93
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 148.8
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 129.73
workingShips = Min(workingShips,34 * handicap_multiplier) :129.73
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :129.73
numberShips = workingShips.IntValue :129
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :129


7/6/2012 11:46:24 PM (5.036)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 2:42:58 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 77 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.26 * 1 = 1.26
aiTypeBasedAIPIncrement : 30
since difficulty < 8, effectiveAIP = AIProgressionLevel
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 150.59
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 132.79
workingShips = Min(workingShips,34 * handicap_multiplier) :132.79
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :132.79
numberShips = workingShips.IntValue :132
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :132


7/7/2012 10:27:58 AM (5.036)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 2:54:41 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 77 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 0.61 * 1 = 0.61
aiTypeBasedAIPIncrement : 30
since difficulty < 8, effectiveAIP = AIProgressionLevel
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 150.59
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 153.56
workingShips = Min(workingShips,34 * handicap_multiplier) :153.56
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :153.56
numberShips = workingShips.IntValue :153
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :153


7/7/2012 3:59:12 PM (5.037)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 3:10:36 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 58 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.88 * 1 = 1.88
aiTypeBasedAIPIncrement : 0
since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 68
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 108.8
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 119.45
workingShips = Max(workingShips,34 * handicap_multiplier) :119.45
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :119.45
numberShips = workingShips.IntValue :119
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :119


7/7/2012 4:10:19 PM (5.037)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 3:17:11 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 58 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.17 * 1 = 1.17
aiTypeBasedAIPIncrement : 30
since difficulty < 8, effectiveAIP = AIProgressionLevel
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 123.85
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 122.21
workingShips = Max(workingShips,34 * handicap_multiplier) :122.21
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :122.21
numberShips = workingShips.IntValue :122
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :122


7/7/2012 10:57:29 PM (5.038)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 3:29:57 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 79 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.07 * 1 = 1.07
aiTypeBasedAIPIncrement : 0
since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 95
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 152
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 150.92
workingShips = Max(workingShips,34 * handicap_multiplier) :150.92
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :150.92
numberShips = workingShips.IntValue :150
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :150


7/7/2012 11:38:20 PM (5.038)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 3:48:16 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 80 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.62 * 1 = 1.62
aiTypeBasedAIPIncrement : 30
since difficulty < 8, effectiveAIP = AIProgressionLevel
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 154.81
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 163.76
workingShips = Max(workingShips,34 * handicap_multiplier) :163.76
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :163.76
numberShips = workingShips.IntValue :163
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :163


7/7/2012 11:54:36 PM (5.038)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 3:56:45 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 85 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.49 * 1 = 1.49
aiTypeBasedAIPIncrement : 0
since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 103
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 164.8
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 174.01
workingShips = Max(workingShips,34 * handicap_multiplier) :174.01
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :174.01
numberShips = workingShips.IntValue :174
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :174


7/8/2012 3:41:37 PM (5.038)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 4:16:52 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 86 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.49 * 1 = 1.49
aiTypeBasedAIPIncrement : 30
since difficulty < 8, effectiveAIP = AIProgressionLevel
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 163.25
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 171.9
workingShips = Max(workingShips,34 * handicap_multiplier) :171.9
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :171.9
numberShips = workingShips.IntValue :171
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :171


7/8/2012 3:43:45 PM (5.038)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 4:18:33 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 86 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.21 * 1 = 1.21
aiTypeBasedAIPIncrement : 0
since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 105
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 168
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 183.79
workingShips = Max(workingShips,34 * handicap_multiplier) :183.79
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :183.79
numberShips = workingShips.IntValue :183
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :183


7/8/2012 4:21:41 PM (5.038)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 4:36:38 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 88 ; AITechLevel: 3
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 2 * 1 = 2
aiTypeBasedAIPIncrement : 0
since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 107
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 171.2
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 154.56
workingShips = Max(workingShips,34 * handicap_multiplier) :154.56
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :154.56
numberShips = workingShips.IntValue :154
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :154


7/8/2012 4:21:55 PM (5.038)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 4:36:52 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 8 ; AIProgressionLevel: 88 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.02 * 1 = 1.02
aiTypeBasedAIPIncrement : 0
since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 107
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 171.2
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 170.49
workingShips = Max(workingShips,34 * handicap_multiplier) :170.49
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :170.49
numberShips = workingShips.IntValue :170
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :170


7/8/2012 11:58:07 PM (5.039)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 4:48:40 ; Player.AIType: Sledge_Hammer ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 88 ; AITechLevel: 1
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetCount: 1.66 * 1 = 1.66
aiTypeBasedAIPIncrement : 30
since difficulty < 8, effectiveAIP = AIProgressionLevel
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 166.07
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 160.55
workingShips = Max(workingShips,34 * handicap_multiplier) :160.55
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :160.55
numberShips = workingShips.IntValue :160
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :160


AIThreadWaveComputationLog.txt (17,179 bytes)   

TechSY730

Jul 9, 2012 1:11 am

reporter  

MainThreadWaveComputationLog.txt (114,025 bytes)   
7/5/2012 11:55:22 PM (5.036)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 1.77; Game Time: 1:24:11

7/5/2012 11:55:22 PM (5.036)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 1:24:11
WaveSize factor: 1.77
Raw Units Dictionary Entries: 
MissileShip => 11
LightStarship => 1
YounglingCommando => 16
Bomber => 13
ShieldBooster => 17
Fighter => 15


7/5/2012 11:55:22 PM (5.036)
-----------------------------------
Performing first CheckWave with size factor of 1.77 on wave at Game Time: 1:24:11

CheckWave: populating count of MissileShip with base magnitude of 11
numberUnits = kv.Value * this.WaveSize : 19.45
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 9.72
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 11.67
after applying Mark-based multiplier if any, numberUnits : 17.5
after applying at-least-one rule, numberUnits : 17.5
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 43.76
numberUnitsInt = numberUnits.IntValue : 43
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of LightStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.77
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.77
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.77
after applying Mark-based multiplier if any, numberUnits : 2.65
after applying at-least-one rule, numberUnits : 2.65
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 6.63
numberUnitsInt = numberUnits.IntValue : 6
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of YounglingCommando with base magnitude of 16
numberUnits = kv.Value * this.WaveSize : 28.29
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.14
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 28.29
after applying Mark-based multiplier if any, numberUnits : 42.43
after applying at-least-one rule, numberUnits : 42.43
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 106.08
numberUnitsInt = numberUnits.IntValue : 106

CheckWave: populating count of Bomber with base magnitude of 13
numberUnits = kv.Value * this.WaveSize : 22.98
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 11.49
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 9.19
after applying Mark-based multiplier if any, numberUnits : 13.79
after applying at-least-one rule, numberUnits : 13.79
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 34.47
numberUnitsInt = numberUnits.IntValue : 34
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ShieldBooster with base magnitude of 17
numberUnits = kv.Value * this.WaveSize : 30.06
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 3
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 3
after applying Mark-based multiplier if any, numberUnits : 4.5
after applying at-least-one rule, numberUnits : 4.5
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 11.25
numberUnitsInt = numberUnits.IntValue : 11
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Fighter with base magnitude of 15
numberUnits = kv.Value * this.WaveSize : 26.52
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 13.26
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.91
after applying Mark-based multiplier if any, numberUnits : 23.87
after applying at-least-one rule, numberUnits : 23.87
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.67
numberUnitsInt = numberUnits.IntValue : 59
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

Wave total ships: 254
TypesForDirectAdd count by type: 
MissileShip => 43
LightStarship => 1
YounglingCommando => 106
Bomber => 34
ShieldBooster => 11
Fighter => 59
TypesForCarrierAdd count by type: 


7/6/2012 12:16:10 AM (5.036)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 0.71; Game Time: 1:37:52

7/6/2012 12:16:11 AM (5.036)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 1:37:52
WaveSize factor: 0.71
Raw Units Dictionary Entries: 
YounglingCommando => 22
ShieldBooster => 18
MissileShip => 32
Fighter => 25
Bomber => 26
LightStarship => 1


7/6/2012 12:16:11 AM (5.036)
-----------------------------------
Performing first CheckWave with size factor of 0.71 on wave at Game Time: 1:37:52

CheckWave: populating count of YounglingCommando with base magnitude of 22
numberUnits = kv.Value * this.WaveSize : 15.66
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 7.83
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.66
after applying Mark-based multiplier if any, numberUnits : 23.49
after applying at-least-one rule, numberUnits : 23.49
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 58.71
numberUnitsInt = numberUnits.IntValue : 58
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ShieldBooster with base magnitude of 18
numberUnits = kv.Value * this.WaveSize : 12.81
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.28
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.28
after applying Mark-based multiplier if any, numberUnits : 1.92
after applying at-least-one rule, numberUnits : 1.92
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.8
numberUnitsInt = numberUnits.IntValue : 4
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of MissileShip with base magnitude of 32
numberUnits = kv.Value * this.WaveSize : 22.77
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 11.39
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 13.66
after applying Mark-based multiplier if any, numberUnits : 20.49
after applying at-least-one rule, numberUnits : 20.49
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 51.24
numberUnitsInt = numberUnits.IntValue : 51
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Fighter with base magnitude of 25
numberUnits = kv.Value * this.WaveSize : 17.79
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 8.9
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 10.67
after applying Mark-based multiplier if any, numberUnits : 16.01
after applying at-least-one rule, numberUnits : 16.01
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 40.03
numberUnitsInt = numberUnits.IntValue : 40
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Bomber with base magnitude of 26
numberUnits = kv.Value * this.WaveSize : 18.5
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 9.25
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 7.4
after applying Mark-based multiplier if any, numberUnits : 11.1
after applying at-least-one rule, numberUnits : 11.1
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 27.75
numberUnitsInt = numberUnits.IntValue : 27
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of LightStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 0.71
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.71
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.71
after applying Mark-based multiplier if any, numberUnits : 1.07
after applying at-least-one rule, numberUnits : 1.07
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 2.67
numberUnitsInt = numberUnits.IntValue : 2
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 181
TypesForDirectAdd count by type: 
YounglingCommando => 58
ShieldBooster => 4
MissileShip => 51
Fighter => 40
Bomber => 27
LightStarship => 1
TypesForCarrierAdd count by type: 


7/6/2012 12:18:03 AM (5.036)
-----------------------------------
Triggering Normal Wave for player 8; wave size factor: 1.72; Game Time: 1:39:44

7/6/2012 12:18:03 AM (5.036)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 1:39:44
WaveSize factor: 1.72
Raw Units Dictionary Entries: 
MissileShip => 25
ZenithViralShredder => 11
LeechStarship => 2
ZenithAutoBomb => 17
Bomber => 15
Fighter => 18


7/6/2012 12:18:03 AM (5.036)
-----------------------------------
Performing first CheckWave with size factor of 1.72 on wave at Game Time: 1:39:44

CheckWave: populating count of MissileShip with base magnitude of 25
numberUnits = kv.Value * this.WaveSize : 42.94
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 21.47
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 25.76
after applying Mark-based multiplier if any, numberUnits : 38.64
after applying at-least-one rule, numberUnits : 38.64
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 96.61
numberUnitsInt = numberUnits.IntValue : 96
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ZenithViralShredder with base magnitude of 11
numberUnits = kv.Value * this.WaveSize : 18.89
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 9.45
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 9.45
after applying Mark-based multiplier if any, numberUnits : 14.17
after applying at-least-one rule, numberUnits : 14.17
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 35.42
numberUnitsInt = numberUnits.IntValue : 35
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of LeechStarship with base magnitude of 2
numberUnits = kv.Value * this.WaveSize : 3.44
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 3.44
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 3.44
after applying Mark-based multiplier if any, numberUnits : 5.15
after applying at-least-one rule, numberUnits : 5.15
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 12.88
numberUnitsInt = numberUnits.IntValue : 12
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of ZenithAutoBomb with base magnitude of 17
numberUnits = kv.Value * this.WaveSize : 29.2
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.6
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 14.6
after applying Mark-based multiplier if any, numberUnits : 21.9
after applying at-least-one rule, numberUnits : 21.9
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 54.75
numberUnitsInt = numberUnits.IntValue : 54
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Bomber with base magnitude of 15
numberUnits = kv.Value * this.WaveSize : 25.76
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 12.88
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 10.3
after applying Mark-based multiplier if any, numberUnits : 15.45
after applying at-least-one rule, numberUnits : 15.45
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 38.63
numberUnitsInt = numberUnits.IntValue : 38
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Fighter with base magnitude of 18
numberUnits = kv.Value * this.WaveSize : 30.92
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 15.46
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 18.55
after applying Mark-based multiplier if any, numberUnits : 27.82
after applying at-least-one rule, numberUnits : 27.82
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 69.56
numberUnitsInt = numberUnits.IntValue : 69
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

Wave total ships: 293
TypesForDirectAdd count by type: 
MissileShip => 96
ZenithViralShredder => 35
LeechStarship => 1
ZenithAutoBomb => 54
Bomber => 38
Fighter => 69
TypesForCarrierAdd count by type: 


7/6/2012 12:48:02 AM (5.036)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 1.51; Game Time: 2:06:56

7/6/2012 12:48:03 AM (5.036)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 2:06:56
WaveSize factor: 1.51
Raw Units Dictionary Entries: 
YounglingCommando => 21
Bomber => 25
Fighter => 21
ShieldBooster => 14
MissileShip => 22
LightStarship => 1


7/6/2012 12:48:03 AM (5.036)
-----------------------------------
Performing first CheckWave with size factor of 1.51 on wave at Game Time: 2:06:56

CheckWave: populating count of YounglingCommando with base magnitude of 21
numberUnits = kv.Value * this.WaveSize : 31.77
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 15.89
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 31.77
after applying Mark-based multiplier if any, numberUnits : 47.66
after applying at-least-one rule, numberUnits : 47.66
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 119.14
numberUnitsInt = numberUnits.IntValue : 119

CheckWave: populating count of Bomber with base magnitude of 25
numberUnits = kv.Value * this.WaveSize : 37.82
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 18.91
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.13
after applying Mark-based multiplier if any, numberUnits : 22.69
after applying at-least-one rule, numberUnits : 22.69
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 56.72
numberUnitsInt = numberUnits.IntValue : 56
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Fighter with base magnitude of 21
numberUnits = kv.Value * this.WaveSize : 31.77
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 15.89
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 19.06
after applying Mark-based multiplier if any, numberUnits : 28.59
after applying at-least-one rule, numberUnits : 28.59
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 71.48
numberUnitsInt = numberUnits.IntValue : 71
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ShieldBooster with base magnitude of 14
numberUnits = kv.Value * this.WaveSize : 21.18
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.11
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.11
after applying Mark-based multiplier if any, numberUnits : 3.17
after applying at-least-one rule, numberUnits : 3.17
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 7.93
numberUnitsInt = numberUnits.IntValue : 7
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of MissileShip with base magnitude of 22
numberUnits = kv.Value * this.WaveSize : 33.28
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 16.64
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 19.97
after applying Mark-based multiplier if any, numberUnits : 29.95
after applying at-least-one rule, numberUnits : 29.95
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 74.89
numberUnitsInt = numberUnits.IntValue : 74
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of LightStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.51
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.51
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.51
after applying Mark-based multiplier if any, numberUnits : 2.27
after applying at-least-one rule, numberUnits : 2.27
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 5.67
numberUnitsInt = numberUnits.IntValue : 5
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 328
TypesForDirectAdd count by type: 
YounglingCommando => 119
Bomber => 56
Fighter => 71
ShieldBooster => 7
MissileShip => 74
LightStarship => 1
TypesForCarrierAdd count by type: 


7/6/2012 12:54:34 AM (5.036)
-----------------------------------
Triggering Normal Wave for player 8; wave size factor: 1.86; Game Time: 2:13:12

7/6/2012 12:54:34 AM (5.036)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 2:13:12
WaveSize factor: 1.86
Raw Units Dictionary Entries: 
ZenithAutoBomb => 42
Fighter => 39
ZenithViralShredder => 28
Bomber => 30
MissileShip => 20
Dreadnought => 1
LeechStarship => 1


7/6/2012 12:54:34 AM (5.036)
-----------------------------------
Performing first CheckWave with size factor of 1.86 on wave at Game Time: 2:13:12

CheckWave: populating count of ZenithAutoBomb with base magnitude of 42
numberUnits = kv.Value * this.WaveSize : 78.04
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 39.02
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 39.02
after applying Mark-based multiplier if any, numberUnits : 58.53
after applying at-least-one rule, numberUnits : 58.53
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 146.33
numberUnitsInt = numberUnits.IntValue : 146

CheckWave: populating count of Fighter with base magnitude of 39
numberUnits = kv.Value * this.WaveSize : 72.47
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 36.23
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 43.48
after applying Mark-based multiplier if any, numberUnits : 65.22
after applying at-least-one rule, numberUnits : 65.22
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 163.04
numberUnitsInt = numberUnits.IntValue : 163

CheckWave: populating count of ZenithViralShredder with base magnitude of 28
numberUnits = kv.Value * this.WaveSize : 52.03
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 26.01
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 26.01
after applying Mark-based multiplier if any, numberUnits : 39.02
after applying at-least-one rule, numberUnits : 39.02
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 97.55
numberUnitsInt = numberUnits.IntValue : 97
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Bomber with base magnitude of 30
numberUnits = kv.Value * this.WaveSize : 55.74
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 27.87
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 22.29
after applying Mark-based multiplier if any, numberUnits : 33.44
after applying at-least-one rule, numberUnits : 33.44
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 83.6
numberUnitsInt = numberUnits.IntValue : 83
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of MissileShip with base magnitude of 20
numberUnits = kv.Value * this.WaveSize : 37.16
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 18.58
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 22.3
after applying Mark-based multiplier if any, numberUnits : 33.45
after applying at-least-one rule, numberUnits : 33.45
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 83.61
numberUnitsInt = numberUnits.IntValue : 83
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Dreadnought with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.86
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.86
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.86
after applying Mark-based multiplier if any, numberUnits : 2.79
after applying at-least-one rule, numberUnits : 2.79
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 6.97
numberUnitsInt = numberUnits.IntValue : 6
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of LeechStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.86
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.86
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.86
after applying Mark-based multiplier if any, numberUnits : 2.79
after applying at-least-one rule, numberUnits : 2.79
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 6.97
numberUnitsInt = numberUnits.IntValue : 6
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 574
TypesForDirectAdd count by type: 
ZenithAutoBomb => 146
Fighter => 163
ZenithViralShredder => 97
Bomber => 83
MissileShip => 83
Dreadnought => 1
LeechStarship => 1
TypesForCarrierAdd count by type: 


7/6/2012 1:00:51 AM (5.036)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 0.62; Game Time: 2:18:50

7/6/2012 1:00:52 AM (5.036)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 2:18:50
WaveSize factor: 0.62
Raw Units Dictionary Entries: 
ShieldBooster => 35
Bomber => 30
YounglingCommando => 19
MissileShip => 20
Fighter => 32
Dreadnought => 1


7/6/2012 1:00:52 AM (5.036)
-----------------------------------
Performing first CheckWave with size factor of 0.62 on wave at Game Time: 2:18:50

CheckWave: populating count of ShieldBooster with base magnitude of 35
numberUnits = kv.Value * this.WaveSize : 21.66
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.16
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.16
after applying Mark-based multiplier if any, numberUnits : 3.24
after applying at-least-one rule, numberUnits : 3.24
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 8.11
numberUnitsInt = numberUnits.IntValue : 8
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Bomber with base magnitude of 30
numberUnits = kv.Value * this.WaveSize : 18.57
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 9.28
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 7.42
after applying Mark-based multiplier if any, numberUnits : 11.14
after applying at-least-one rule, numberUnits : 11.14
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 27.84
numberUnitsInt = numberUnits.IntValue : 27
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of YounglingCommando with base magnitude of 19
numberUnits = kv.Value * this.WaveSize : 11.76
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 5.88
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 11.76
after applying Mark-based multiplier if any, numberUnits : 17.64
after applying at-least-one rule, numberUnits : 17.64
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 44.1
numberUnitsInt = numberUnits.IntValue : 44
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of MissileShip with base magnitude of 20
numberUnits = kv.Value * this.WaveSize : 12.38
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 6.19
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 7.43
after applying Mark-based multiplier if any, numberUnits : 11.14
after applying at-least-one rule, numberUnits : 11.14
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 27.85
numberUnitsInt = numberUnits.IntValue : 27
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Fighter with base magnitude of 32
numberUnits = kv.Value * this.WaveSize : 19.8
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 9.9
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 11.88
after applying Mark-based multiplier if any, numberUnits : 17.82
after applying at-least-one rule, numberUnits : 17.82
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 44.56
numberUnitsInt = numberUnits.IntValue : 44
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Dreadnought with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 0.62
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.62
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.62
after applying Mark-based multiplier if any, numberUnits : 0.93
after applying at-least-one rule, numberUnits : 1
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 2.5
numberUnitsInt = numberUnits.IntValue : 2
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 151
TypesForDirectAdd count by type: 
ShieldBooster => 8
Bomber => 27
YounglingCommando => 44
MissileShip => 27
Fighter => 44
Dreadnought => 1
TypesForCarrierAdd count by type: 


7/6/2012 11:39:56 PM (5.036)
-----------------------------------
Triggering Normal Wave for player 8; wave size factor: 1.31; Game Time: 2:36:48

7/6/2012 11:39:56 PM (5.036)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 2:36:48
WaveSize factor: 1.31
Raw Units Dictionary Entries: 
ZenithViralShredder => 27
Fighter => 28
MissileShip => 24
ZenithAutoBomb => 21
Bomber => 29
Dreadnought => 1
LeechStarship => 1


7/6/2012 11:39:56 PM (5.036)
-----------------------------------
Performing first CheckWave with size factor of 1.31 on wave at Game Time: 2:36:48

CheckWave: populating count of ZenithViralShredder with base magnitude of 27
numberUnits = kv.Value * this.WaveSize : 35.37
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 17.69
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 17.69
after applying Mark-based multiplier if any, numberUnits : 26.53
after applying at-least-one rule, numberUnits : 26.53
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 66.32
numberUnitsInt = numberUnits.IntValue : 66
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Fighter with base magnitude of 28
numberUnits = kv.Value * this.WaveSize : 36.68
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 18.34
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 22.01
after applying Mark-based multiplier if any, numberUnits : 33.01
after applying at-least-one rule, numberUnits : 33.01
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 82.53
numberUnitsInt = numberUnits.IntValue : 82
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of MissileShip with base magnitude of 24
numberUnits = kv.Value * this.WaveSize : 31.44
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 15.72
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 18.86
after applying Mark-based multiplier if any, numberUnits : 28.3
after applying at-least-one rule, numberUnits : 28.3
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 70.74
numberUnitsInt = numberUnits.IntValue : 70
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ZenithAutoBomb with base magnitude of 21
numberUnits = kv.Value * this.WaveSize : 27.51
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 13.76
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 13.76
after applying Mark-based multiplier if any, numberUnits : 20.63
after applying at-least-one rule, numberUnits : 20.63
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 51.58
numberUnitsInt = numberUnits.IntValue : 51
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Bomber with base magnitude of 29
numberUnits = kv.Value * this.WaveSize : 37.99
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.19
after applying Mark-based multiplier if any, numberUnits : 22.79
after applying at-least-one rule, numberUnits : 22.79
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 56.97
numberUnitsInt = numberUnits.IntValue : 56
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Dreadnought with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.31
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.31
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.31
after applying Mark-based multiplier if any, numberUnits : 1.97
after applying at-least-one rule, numberUnits : 1.97
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.91
numberUnitsInt = numberUnits.IntValue : 4
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of LeechStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.31
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.31
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.31
after applying Mark-based multiplier if any, numberUnits : 1.97
after applying at-least-one rule, numberUnits : 1.97
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.91
numberUnitsInt = numberUnits.IntValue : 4
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 327
TypesForDirectAdd count by type: 
ZenithViralShredder => 66
Fighter => 82
MissileShip => 70
ZenithAutoBomb => 51
Bomber => 56
Dreadnought => 1
LeechStarship => 1
TypesForCarrierAdd count by type: 


7/6/2012 11:46:24 PM (5.036)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 1.26; Game Time: 2:42:59

7/6/2012 11:46:24 PM (5.036)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 2:42:59
WaveSize factor: 1.26
Raw Units Dictionary Entries: 
Bomber => 25
Fighter => 27
MissileShip => 17
YounglingCommando => 31
ShieldBooster => 32
Dreadnought => 1


7/6/2012 11:46:24 PM (5.036)
-----------------------------------
Performing first CheckWave with size factor of 1.26 on wave at Game Time: 2:42:59

CheckWave: populating count of Bomber with base magnitude of 25
numberUnits = kv.Value * this.WaveSize : 31.42
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 15.71
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 12.57
after applying Mark-based multiplier if any, numberUnits : 18.85
after applying at-least-one rule, numberUnits : 18.85
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 47.12
numberUnitsInt = numberUnits.IntValue : 47
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Fighter with base magnitude of 27
numberUnits = kv.Value * this.WaveSize : 33.93
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 16.97
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 20.36
after applying Mark-based multiplier if any, numberUnits : 30.54
after applying at-least-one rule, numberUnits : 30.54
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 76.35
numberUnitsInt = numberUnits.IntValue : 76
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of MissileShip with base magnitude of 17
numberUnits = kv.Value * this.WaveSize : 21.37
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 10.68
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 12.82
after applying Mark-based multiplier if any, numberUnits : 19.23
after applying at-least-one rule, numberUnits : 19.23
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 48.07
numberUnitsInt = numberUnits.IntValue : 48
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of YounglingCommando with base magnitude of 31
numberUnits = kv.Value * this.WaveSize : 38.96
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19.48
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 38.96
after applying Mark-based multiplier if any, numberUnits : 58.44
after applying at-least-one rule, numberUnits : 58.44
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 146.11
numberUnitsInt = numberUnits.IntValue : 146

CheckWave: populating count of ShieldBooster with base magnitude of 32
numberUnits = kv.Value * this.WaveSize : 40.22
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 4.02
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 4.02
after applying Mark-based multiplier if any, numberUnits : 6.02
after applying at-least-one rule, numberUnits : 6.02
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 15.06
numberUnitsInt = numberUnits.IntValue : 15
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Dreadnought with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.26
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.26
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.26
after applying Mark-based multiplier if any, numberUnits : 1.89
after applying at-least-one rule, numberUnits : 1.89
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.71
numberUnitsInt = numberUnits.IntValue : 4
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 333
TypesForDirectAdd count by type: 
Bomber => 47
Fighter => 76
MissileShip => 48
YounglingCommando => 146
ShieldBooster => 15
Dreadnought => 1
TypesForCarrierAdd count by type: 


7/7/2012 10:27:58 AM (5.036)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 0.61; Game Time: 2:54:42

7/7/2012 10:27:58 AM (5.036)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 2:54:42
WaveSize factor: 0.61
Raw Units Dictionary Entries: 
MissileShip => 22
YounglingCommando => 35
Bomber => 38
ShieldBooster => 27
Fighter => 31
LightStarship => 1


7/7/2012 10:27:58 AM (5.036)
-----------------------------------
Performing first CheckWave with size factor of 0.61 on wave at Game Time: 2:54:42

CheckWave: populating count of MissileShip with base magnitude of 22
numberUnits = kv.Value * this.WaveSize : 13.41
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 6.7
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 8.04
after applying Mark-based multiplier if any, numberUnits : 12.06
after applying at-least-one rule, numberUnits : 12.06
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 30.16
numberUnitsInt = numberUnits.IntValue : 30
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of YounglingCommando with base magnitude of 35
numberUnits = kv.Value * this.WaveSize : 21.33
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 10.66
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 21.33
after applying Mark-based multiplier if any, numberUnits : 31.99
after applying at-least-one rule, numberUnits : 31.99
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 79.98
numberUnitsInt = numberUnits.IntValue : 79
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Bomber with base magnitude of 38
numberUnits = kv.Value * this.WaveSize : 23.16
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 11.58
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 9.26
after applying Mark-based multiplier if any, numberUnits : 13.89
after applying at-least-one rule, numberUnits : 13.89
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 34.72
numberUnitsInt = numberUnits.IntValue : 34
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ShieldBooster with base magnitude of 27
numberUnits = kv.Value * this.WaveSize : 16.45
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.64
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.64
after applying Mark-based multiplier if any, numberUnits : 2.46
after applying at-least-one rule, numberUnits : 2.46
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 6.16
numberUnitsInt = numberUnits.IntValue : 6
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Fighter with base magnitude of 31
numberUnits = kv.Value * this.WaveSize : 18.89
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 9.45
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 11.33
after applying Mark-based multiplier if any, numberUnits : 17
after applying at-least-one rule, numberUnits : 17
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 42.5
numberUnitsInt = numberUnits.IntValue : 42
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of LightStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 0.61
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.61
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.61
after applying Mark-based multiplier if any, numberUnits : 0.91
after applying at-least-one rule, numberUnits : 1
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 2.5
numberUnitsInt = numberUnits.IntValue : 2
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 192
TypesForDirectAdd count by type: 
MissileShip => 30
YounglingCommando => 79
Bomber => 34
ShieldBooster => 6
Fighter => 42
LightStarship => 1
TypesForCarrierAdd count by type: 


7/7/2012 3:59:12 PM (5.037)
-----------------------------------
Triggering Normal Wave for player 8; wave size factor: 1.88; Game Time: 3:10:37

7/7/2012 3:59:13 PM (5.037)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 3:10:37
WaveSize factor: 1.88
Raw Units Dictionary Entries: 
Fighter => 28
ZenithAutoBomb => 23
ZenithViralShredder => 23
Bomber => 21
MissileShip => 24
LightStarship => 1
LeechStarship => 1


7/7/2012 3:59:13 PM (5.037)
-----------------------------------
Performing first CheckWave with size factor of 1.88 on wave at Game Time: 3:10:37

CheckWave: populating count of Fighter with base magnitude of 28
numberUnits = kv.Value * this.WaveSize : 52.58
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 26.29
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 31.54
after applying Mark-based multiplier if any, numberUnits : 47.32
after applying at-least-one rule, numberUnits : 47.32
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 118.29
numberUnitsInt = numberUnits.IntValue : 118

CheckWave: populating count of ZenithAutoBomb with base magnitude of 23
numberUnits = kv.Value * this.WaveSize : 43.19
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 21.59
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 21.59
after applying Mark-based multiplier if any, numberUnits : 32.39
after applying at-least-one rule, numberUnits : 32.39
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 80.97
numberUnitsInt = numberUnits.IntValue : 80
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ZenithViralShredder with base magnitude of 23
numberUnits = kv.Value * this.WaveSize : 43.19
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 21.59
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 21.59
after applying Mark-based multiplier if any, numberUnits : 32.39
after applying at-least-one rule, numberUnits : 32.39
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 80.97
numberUnitsInt = numberUnits.IntValue : 80
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Bomber with base magnitude of 21
numberUnits = kv.Value * this.WaveSize : 39.43
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19.72
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.77
after applying Mark-based multiplier if any, numberUnits : 23.65
after applying at-least-one rule, numberUnits : 23.65
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.13
numberUnitsInt = numberUnits.IntValue : 59
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of MissileShip with base magnitude of 24
numberUnits = kv.Value * this.WaveSize : 45.06
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 22.53
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 27.04
after applying Mark-based multiplier if any, numberUnits : 40.56
after applying at-least-one rule, numberUnits : 40.56
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 101.39
numberUnitsInt = numberUnits.IntValue : 101

CheckWave: populating count of LightStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.88
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.88
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.88
after applying Mark-based multiplier if any, numberUnits : 2.82
after applying at-least-one rule, numberUnits : 2.82
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 7.04
numberUnitsInt = numberUnits.IntValue : 7
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of LeechStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.88
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.88
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.88
after applying Mark-based multiplier if any, numberUnits : 2.82
after applying at-least-one rule, numberUnits : 2.82
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 7.04
numberUnitsInt = numberUnits.IntValue : 7
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 440
TypesForDirectAdd count by type: 
Fighter => 118
ZenithAutoBomb => 80
ZenithViralShredder => 80
Bomber => 59
MissileShip => 101
LightStarship => 1
LeechStarship => 1
TypesForCarrierAdd count by type: 


7/7/2012 4:10:19 PM (5.037)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 1.17; Game Time: 3:17:12

7/7/2012 4:10:19 PM (5.037)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 3:17:12
WaveSize factor: 1.17
Raw Units Dictionary Entries: 
MissileShip => 25
Fighter => 25
YounglingCommando => 20
Bomber => 25
ShieldBooster => 27
LightStarship => 1


7/7/2012 4:10:19 PM (5.037)
-----------------------------------
Performing first CheckWave with size factor of 1.17 on wave at Game Time: 3:17:12

CheckWave: populating count of MissileShip with base magnitude of 25
numberUnits = kv.Value * this.WaveSize : 29.27
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.64
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 17.56
after applying Mark-based multiplier if any, numberUnits : 26.34
after applying at-least-one rule, numberUnits : 26.34
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 65.86
numberUnitsInt = numberUnits.IntValue : 65
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Fighter with base magnitude of 25
numberUnits = kv.Value * this.WaveSize : 29.27
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.64
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 17.56
after applying Mark-based multiplier if any, numberUnits : 26.34
after applying at-least-one rule, numberUnits : 26.34
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 65.86
numberUnitsInt = numberUnits.IntValue : 65
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of YounglingCommando with base magnitude of 20
numberUnits = kv.Value * this.WaveSize : 23.42
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 11.71
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 23.42
after applying Mark-based multiplier if any, numberUnits : 35.13
after applying at-least-one rule, numberUnits : 35.13
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 87.82
numberUnitsInt = numberUnits.IntValue : 87
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Bomber with base magnitude of 25
numberUnits = kv.Value * this.WaveSize : 29.27
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.64
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 11.71
after applying Mark-based multiplier if any, numberUnits : 17.56
after applying at-least-one rule, numberUnits : 17.56
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 43.9
numberUnitsInt = numberUnits.IntValue : 43
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ShieldBooster with base magnitude of 27
numberUnits = kv.Value * this.WaveSize : 31.61
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 3.16
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 3.16
after applying Mark-based multiplier if any, numberUnits : 4.74
after applying at-least-one rule, numberUnits : 4.74
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 11.84
numberUnitsInt = numberUnits.IntValue : 11
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of LightStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.17
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.17
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.17
after applying Mark-based multiplier if any, numberUnits : 1.76
after applying at-least-one rule, numberUnits : 1.76
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.39
numberUnitsInt = numberUnits.IntValue : 4
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 272
TypesForDirectAdd count by type: 
MissileShip => 65
Fighter => 65
YounglingCommando => 87
Bomber => 43
ShieldBooster => 11
LightStarship => 1
TypesForCarrierAdd count by type: 


7/7/2012 10:57:28 PM (5.038)
-----------------------------------
Triggering Normal Wave for player 8; wave size factor: 1.07
-because Diff >= 7 and entry_points = 3 and game time > 2 hours, wave time modifier range is 240:960
; Game Time: 3:29:58

7/7/2012 10:57:29 PM (5.038)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 3:29:58
WaveSize factor: 1.07
Raw Units Dictionary Entries: 
MissileShip => 30
ZenithAutoBomb => 34
ZenithViralShredder => 27
Bomber => 31
Fighter => 28
LeechStarship => 1
LightStarship => 1


7/7/2012 10:57:29 PM (5.038)
-----------------------------------
Performing first CheckWave with size factor of 1.07 on wave at Game Time: 3:29:58

CheckWave: populating count of MissileShip with base magnitude of 30
numberUnits = kv.Value * this.WaveSize : 32.22
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 16.11
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 19.33
after applying Mark-based multiplier if any, numberUnits : 29
after applying at-least-one rule, numberUnits : 29
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 72.49
numberUnitsInt = numberUnits.IntValue : 72
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ZenithAutoBomb with base magnitude of 34
numberUnits = kv.Value * this.WaveSize : 36.52
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 18.26
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 18.26
after applying Mark-based multiplier if any, numberUnits : 27.39
after applying at-least-one rule, numberUnits : 27.39
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 68.47
numberUnitsInt = numberUnits.IntValue : 68
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ZenithViralShredder with base magnitude of 27
numberUnits = kv.Value * this.WaveSize : 29
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.5
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 14.5
after applying Mark-based multiplier if any, numberUnits : 21.75
after applying at-least-one rule, numberUnits : 21.75
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 54.37
numberUnitsInt = numberUnits.IntValue : 54
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Bomber with base magnitude of 31
numberUnits = kv.Value * this.WaveSize : 33.29
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 16.65
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 13.31
after applying Mark-based multiplier if any, numberUnits : 19.97
after applying at-least-one rule, numberUnits : 19.97
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 49.93
numberUnitsInt = numberUnits.IntValue : 49
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Fighter with base magnitude of 28
numberUnits = kv.Value * this.WaveSize : 30.07
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 15.04
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 18.04
after applying Mark-based multiplier if any, numberUnits : 27.06
after applying at-least-one rule, numberUnits : 27.06
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 67.66
numberUnitsInt = numberUnits.IntValue : 67
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of LeechStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.07
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.07
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.07
after applying Mark-based multiplier if any, numberUnits : 1.61
after applying at-least-one rule, numberUnits : 1.61
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.03
numberUnitsInt = numberUnits.IntValue : 4
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of LightStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.07
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.07
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.07
after applying Mark-based multiplier if any, numberUnits : 1.61
after applying at-least-one rule, numberUnits : 1.61
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.03
numberUnitsInt = numberUnits.IntValue : 4
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 312
TypesForDirectAdd count by type: 
MissileShip => 72
ZenithAutoBomb => 68
ZenithViralShredder => 54
Bomber => 49
Fighter => 67
LeechStarship => 1
LightStarship => 1
TypesForCarrierAdd count by type: 


7/7/2012 11:38:19 PM (5.038)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 1.62
-because Diff >= 7 and entry_points = 4 and game time > 2 hours, wave time modifier range is 0:908
; Game Time: 3:48:17

7/7/2012 11:38:20 PM (5.038)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 3:48:17
WaveSize factor: 1.62
Raw Units Dictionary Entries: 
YounglingCommando => 36
ShieldBooster => 31
Fighter => 35
Bomber => 25
MissileShip => 36
Dreadnought => 1


7/7/2012 11:38:20 PM (5.038)
-----------------------------------
Performing first CheckWave with size factor of 1.62 on wave at Game Time: 3:48:17

CheckWave: populating count of YounglingCommando with base magnitude of 36
numberUnits = kv.Value * this.WaveSize : 58.25
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 29.12
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 58.25
after applying Mark-based multiplier if any, numberUnits : 87.37
after applying at-least-one rule, numberUnits : 87.37
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 218.42
numberUnitsInt = numberUnits.IntValue : 218

CheckWave: populating count of ShieldBooster with base magnitude of 31
numberUnits = kv.Value * this.WaveSize : 50.16
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 5.01
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 5.01
after applying Mark-based multiplier if any, numberUnits : 7.51
after applying at-least-one rule, numberUnits : 7.51
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 18.78
numberUnitsInt = numberUnits.IntValue : 18
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Fighter with base magnitude of 35
numberUnits = kv.Value * this.WaveSize : 56.63
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 28.31
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 33.97
after applying Mark-based multiplier if any, numberUnits : 50.96
after applying at-least-one rule, numberUnits : 50.96
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 127.4
numberUnitsInt = numberUnits.IntValue : 127

CheckWave: populating count of Bomber with base magnitude of 25
numberUnits = kv.Value * this.WaveSize : 40.45
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 20.22
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 16.18
after applying Mark-based multiplier if any, numberUnits : 24.26
after applying at-least-one rule, numberUnits : 24.26
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 60.66
numberUnitsInt = numberUnits.IntValue : 60
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of MissileShip with base magnitude of 36
numberUnits = kv.Value * this.WaveSize : 58.25
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 29.12
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 34.95
after applying Mark-based multiplier if any, numberUnits : 52.42
after applying at-least-one rule, numberUnits : 52.42
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 131.05
numberUnitsInt = numberUnits.IntValue : 131

CheckWave: populating count of Dreadnought with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.62
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.62
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.62
after applying Mark-based multiplier if any, numberUnits : 2.43
after applying at-least-one rule, numberUnits : 2.43
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 6.07
numberUnitsInt = numberUnits.IntValue : 6
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 555
TypesForDirectAdd count by type: 
YounglingCommando => 218
ShieldBooster => 18
Fighter => 127
Bomber => 60
MissileShip => 131
Dreadnought => 1
TypesForCarrierAdd count by type: 


7/7/2012 11:54:36 PM (5.038)
-----------------------------------
Triggering Normal Wave for player 8; wave size factor: 1.49
-because Diff >= 7 and entry_points = 4 and game time > 2 hours, wave time modifier range is 0:960
; Game Time: 3:56:46

7/7/2012 11:54:36 PM (5.038)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 3:56:46
WaveSize factor: 1.49
Raw Units Dictionary Entries: 
Fighter => 37
ZenithViralShredder => 33
ZenithAutoBomb => 33
Bomber => 28
MissileShip => 43
LeechStarship => 2


7/7/2012 11:54:36 PM (5.038)
-----------------------------------
Performing first CheckWave with size factor of 1.49 on wave at Game Time: 3:56:46

CheckWave: populating count of Fighter with base magnitude of 37
numberUnits = kv.Value * this.WaveSize : 55.05
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 27.52
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 33.03
after applying Mark-based multiplier if any, numberUnits : 49.54
after applying at-least-one rule, numberUnits : 49.54
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 123.85
numberUnitsInt = numberUnits.IntValue : 123

CheckWave: populating count of ZenithViralShredder with base magnitude of 33
numberUnits = kv.Value * this.WaveSize : 49.1
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 24.55
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 24.55
after applying Mark-based multiplier if any, numberUnits : 36.82
after applying at-least-one rule, numberUnits : 36.82
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 92.06
numberUnitsInt = numberUnits.IntValue : 92
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ZenithAutoBomb with base magnitude of 33
numberUnits = kv.Value * this.WaveSize : 49.1
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 24.55
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 24.55
after applying Mark-based multiplier if any, numberUnits : 36.82
after applying at-least-one rule, numberUnits : 36.82
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 92.06
numberUnitsInt = numberUnits.IntValue : 92
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Bomber with base magnitude of 28
numberUnits = kv.Value * this.WaveSize : 41.66
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 20.83
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 16.66
after applying Mark-based multiplier if any, numberUnits : 24.99
after applying at-least-one rule, numberUnits : 24.99
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 62.47
numberUnitsInt = numberUnits.IntValue : 62
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of MissileShip with base magnitude of 43
numberUnits = kv.Value * this.WaveSize : 63.98
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 31.99
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 38.38
after applying Mark-based multiplier if any, numberUnits : 57.57
after applying at-least-one rule, numberUnits : 57.57
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 143.94
numberUnitsInt = numberUnits.IntValue : 143

CheckWave: populating count of LeechStarship with base magnitude of 2
numberUnits = kv.Value * this.WaveSize : 2.98
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.98
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.98
after applying Mark-based multiplier if any, numberUnits : 4.46
after applying at-least-one rule, numberUnits : 4.46
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 11.16
numberUnitsInt = numberUnits.IntValue : 11
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 513
TypesForDirectAdd count by type: 
Fighter => 123
ZenithViralShredder => 92
ZenithAutoBomb => 92
Bomber => 62
MissileShip => 143
LeechStarship => 1
TypesForCarrierAdd count by type: 


7/8/2012 3:41:36 PM (5.038)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 1.49
-because Diff >= 7 and entry_points = 4 and game time > 2 hours, wave time modifier range is 0:908
; Game Time: 4:16:53

7/8/2012 3:41:37 PM (5.038)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 4:16:53
WaveSize factor: 1.49
Raw Units Dictionary Entries: 
ShieldBooster => 24
Bomber => 37
YounglingCommando => 35
MissileShip => 33
Fighter => 42
LightStarship => 1


7/8/2012 3:41:37 PM (5.038)
-----------------------------------
Performing first CheckWave with size factor of 1.49 on wave at Game Time: 4:16:53

CheckWave: populating count of ShieldBooster with base magnitude of 24
numberUnits = kv.Value * this.WaveSize : 35.72
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 3.57
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 3.57
after applying Mark-based multiplier if any, numberUnits : 5.35
after applying at-least-one rule, numberUnits : 5.35
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 13.38
numberUnitsInt = numberUnits.IntValue : 13
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Bomber with base magnitude of 37
numberUnits = kv.Value * this.WaveSize : 55.08
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 27.54
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 22.02
after applying Mark-based multiplier if any, numberUnits : 33.04
after applying at-least-one rule, numberUnits : 33.04
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 82.59
numberUnitsInt = numberUnits.IntValue : 82
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of YounglingCommando with base magnitude of 35
numberUnits = kv.Value * this.WaveSize : 52.1
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 26.05
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 52.1
after applying Mark-based multiplier if any, numberUnits : 78.15
after applying at-least-one rule, numberUnits : 78.15
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 195.37
numberUnitsInt = numberUnits.IntValue : 195

CheckWave: populating count of MissileShip with base magnitude of 33
numberUnits = kv.Value * this.WaveSize : 49.12
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 24.56
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 29.47
after applying Mark-based multiplier if any, numberUnits : 44.21
after applying at-least-one rule, numberUnits : 44.21
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 110.52
numberUnitsInt = numberUnits.IntValue : 110

CheckWave: populating count of Fighter with base magnitude of 42
numberUnits = kv.Value * this.WaveSize : 62.52
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 31.26
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 37.51
after applying Mark-based multiplier if any, numberUnits : 56.26
after applying at-least-one rule, numberUnits : 56.26
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 140.66
numberUnitsInt = numberUnits.IntValue : 140

CheckWave: populating count of LightStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.49
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.49
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.49
after applying Mark-based multiplier if any, numberUnits : 2.23
after applying at-least-one rule, numberUnits : 2.23
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 5.58
numberUnitsInt = numberUnits.IntValue : 5
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 541
TypesForDirectAdd count by type: 
ShieldBooster => 13
Bomber => 82
YounglingCommando => 195
MissileShip => 110
Fighter => 140
LightStarship => 1
TypesForCarrierAdd count by type: 


7/8/2012 3:43:44 PM (5.038)
-----------------------------------
Triggering Normal Wave for player 8; wave size factor: 1.21
-because Diff >= 7 and entry_points = 4 and game time > 2 hours, wave time modifier range is 0:960
; Game Time: 4:18:34

7/8/2012 3:43:45 PM (5.038)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 4:18:34
WaveSize factor: 1.21
Raw Units Dictionary Entries: 
MissileShip => 37
ZenithAutoBomb => 35
Fighter => 38
ZenithViralShredder => 43
Bomber => 30
LightStarship => 2


7/8/2012 3:43:45 PM (5.038)
-----------------------------------
Performing first CheckWave with size factor of 1.21 on wave at Game Time: 4:18:34

CheckWave: populating count of MissileShip with base magnitude of 37
numberUnits = kv.Value * this.WaveSize : 44.77
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 22.38
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 26.86
after applying Mark-based multiplier if any, numberUnits : 40.29
after applying at-least-one rule, numberUnits : 40.29
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 100.72
numberUnitsInt = numberUnits.IntValue : 100

CheckWave: populating count of ZenithAutoBomb with base magnitude of 35
numberUnits = kv.Value * this.WaveSize : 42.35
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 21.17
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 21.17
after applying Mark-based multiplier if any, numberUnits : 31.76
after applying at-least-one rule, numberUnits : 31.76
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 79.4
numberUnitsInt = numberUnits.IntValue : 79
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Fighter with base magnitude of 38
numberUnits = kv.Value * this.WaveSize : 45.98
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 22.99
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 27.59
after applying Mark-based multiplier if any, numberUnits : 41.38
after applying at-least-one rule, numberUnits : 41.38
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 103.45
numberUnitsInt = numberUnits.IntValue : 103

CheckWave: populating count of ZenithViralShredder with base magnitude of 43
numberUnits = kv.Value * this.WaveSize : 52.03
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 26.01
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 26.01
after applying Mark-based multiplier if any, numberUnits : 39.02
after applying at-least-one rule, numberUnits : 39.02
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 97.55
numberUnitsInt = numberUnits.IntValue : 97
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Bomber with base magnitude of 30
numberUnits = kv.Value * this.WaveSize : 36.3
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 18.15
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 14.52
after applying Mark-based multiplier if any, numberUnits : 21.77
after applying at-least-one rule, numberUnits : 21.77
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 54.43
numberUnitsInt = numberUnits.IntValue : 54
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of LightStarship with base magnitude of 2
numberUnits = kv.Value * this.WaveSize : 2.42
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.42
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.42
after applying Mark-based multiplier if any, numberUnits : 3.63
after applying at-least-one rule, numberUnits : 3.63
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 9.07
numberUnitsInt = numberUnits.IntValue : 9
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 434
TypesForDirectAdd count by type: 
MissileShip => 100
ZenithAutoBomb => 79
Fighter => 103
ZenithViralShredder => 97
Bomber => 54
LightStarship => 1
TypesForCarrierAdd count by type: 


7/8/2012 4:21:41 PM (5.038)
-----------------------------------
Triggering AIWarpCounterattackGuardPostIII; wave size factor: 2; Game Time: 4:36:38

7/8/2012 4:21:41 PM (5.038)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 4:36:39
WaveSize factor: 2
Raw Units Dictionary Entries: 
Cruiser => 23
ZenithAutoBombIII => 34
ZenithViralShredderIII => 34
BomberIII => 34
FighterIII => 29
BeamStarship => 1
DreadnoughtIII => 1


7/8/2012 4:21:41 PM (5.038)
-----------------------------------
Performing first CheckWave with size factor of 2 on wave at Game Time: 4:36:39

CheckWave: populating count of Cruiser with base magnitude of 23
numberUnits = kv.Value * this.WaveSize : 46
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 23
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 27.6
after applying Mark-based multiplier if any, numberUnits : 19.32
after applying at-least-one rule, numberUnits : 19.32
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 48.29
numberUnitsInt = numberUnits.IntValue : 48
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ZenithAutoBombIII with base magnitude of 34
numberUnits = kv.Value * this.WaveSize : 68
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 34
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 34
after applying Mark-based multiplier if any, numberUnits : 23.8
after applying at-least-one rule, numberUnits : 23.8
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.5
numberUnitsInt = numberUnits.IntValue : 59
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ZenithViralShredderIII with base magnitude of 34
numberUnits = kv.Value * this.WaveSize : 68
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 34
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 34
after applying Mark-based multiplier if any, numberUnits : 23.8
after applying at-least-one rule, numberUnits : 23.8
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.5
numberUnitsInt = numberUnits.IntValue : 59
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of BomberIII with base magnitude of 34
numberUnits = kv.Value * this.WaveSize : 68
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 34
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 27.19
after applying Mark-based multiplier if any, numberUnits : 19.03
after applying at-least-one rule, numberUnits : 19.03
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 47.58
numberUnitsInt = numberUnits.IntValue : 47
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of FighterIII with base magnitude of 29
numberUnits = kv.Value * this.WaveSize : 58
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 29
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 34.8
after applying Mark-based multiplier if any, numberUnits : 24.36
after applying at-least-one rule, numberUnits : 24.36
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 60.89
numberUnitsInt = numberUnits.IntValue : 60
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of BeamStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 2
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2
after applying Mark-based multiplier if any, numberUnits : 1
after applying at-least-one rule, numberUnits : 1
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 2.5
numberUnitsInt = numberUnits.IntValue : 2
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of DreadnoughtIII with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 2
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2
after applying Mark-based multiplier if any, numberUnits : 1.4
after applying at-least-one rule, numberUnits : 1.4
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 3.5
numberUnitsInt = numberUnits.IntValue : 3
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 275
TypesForDirectAdd count by type: 
Cruiser => 48
ZenithAutoBombIII => 59
ZenithViralShredderIII => 59
BomberIII => 47
FighterIII => 60
BeamStarship => 1
DreadnoughtIII => 1
TypesForCarrierAdd count by type: 


7/8/2012 4:21:55 PM (5.038)
-----------------------------------
Triggering Normal Wave for player 8; wave size factor: 1.02
-because Diff >= 7 and entry_points = 4 and game time > 2 hours, wave time modifier range is 0:960
; Game Time: 4:36:53

7/8/2012 4:21:55 PM (5.038)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 4:36:53
WaveSize factor: 1.02
Raw Units Dictionary Entries: 
Bomber => 38
MissileShip => 34
ZenithAutoBomb => 34
Fighter => 35
ZenithViralShredder => 29
Dreadnought => 2


7/8/2012 4:21:55 PM (5.038)
-----------------------------------
Performing first CheckWave with size factor of 1.02 on wave at Game Time: 4:36:53

CheckWave: populating count of Bomber with base magnitude of 38
numberUnits = kv.Value * this.WaveSize : 38.63
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19.32
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.45
after applying Mark-based multiplier if any, numberUnits : 23.17
after applying at-least-one rule, numberUnits : 23.17
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 57.93
numberUnitsInt = numberUnits.IntValue : 57
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of MissileShip with base magnitude of 34
numberUnits = kv.Value * this.WaveSize : 34.56
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 17.28
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 20.74
after applying Mark-based multiplier if any, numberUnits : 31.11
after applying at-least-one rule, numberUnits : 31.11
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 77.77
numberUnitsInt = numberUnits.IntValue : 77
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ZenithAutoBomb with base magnitude of 34
numberUnits = kv.Value * this.WaveSize : 34.56
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 17.28
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 17.28
after applying Mark-based multiplier if any, numberUnits : 25.92
after applying at-least-one rule, numberUnits : 25.92
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 64.81
numberUnitsInt = numberUnits.IntValue : 64
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Fighter with base magnitude of 35
numberUnits = kv.Value * this.WaveSize : 35.58
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 17.79
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 21.35
after applying Mark-based multiplier if any, numberUnits : 32.02
after applying at-least-one rule, numberUnits : 32.02
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 80.05
numberUnitsInt = numberUnits.IntValue : 80
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ZenithViralShredder with base magnitude of 29
numberUnits = kv.Value * this.WaveSize : 29.48
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 14.74
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 14.74
after applying Mark-based multiplier if any, numberUnits : 22.11
after applying at-least-one rule, numberUnits : 22.11
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 55.28
numberUnitsInt = numberUnits.IntValue : 55
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of Dreadnought with base magnitude of 2
numberUnits = kv.Value * this.WaveSize : 2.03
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2.03
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2.03
after applying Mark-based multiplier if any, numberUnits : 3.05
after applying at-least-one rule, numberUnits : 3.05
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 7.62
numberUnitsInt = numberUnits.IntValue : 7
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 334
TypesForDirectAdd count by type: 
Bomber => 57
MissileShip => 77
ZenithAutoBomb => 64
Fighter => 80
ZenithViralShredder => 55
Dreadnought => 1
TypesForCarrierAdd count by type: 


7/8/2012 11:52:29 PM (5.039)
-----------------------------------
Performing first CheckWave with size factor of 2 on wave at Game Time: 4:43:25

CheckWave: populating count of Cruiser with base magnitude of 23
numberUnits = kv.Value * this.WaveSize : 46
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 23
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 27.6
after applying Mark-based multiplier if any, numberUnits : 19.32
after applying at-least-one rule, numberUnits : 19.32
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 48.29
numberUnitsInt = numberUnits.IntValue : 48
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ZenithAutoBombIII with base magnitude of 34
numberUnits = kv.Value * this.WaveSize : 68
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 34
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 34
after applying Mark-based multiplier if any, numberUnits : 23.8
after applying at-least-one rule, numberUnits : 23.8
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.5
numberUnitsInt = numberUnits.IntValue : 59
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of ZenithViralShredderIII with base magnitude of 34
numberUnits = kv.Value * this.WaveSize : 68
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 34
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 34
after applying Mark-based multiplier if any, numberUnits : 23.8
after applying at-least-one rule, numberUnits : 23.8
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.5
numberUnitsInt = numberUnits.IntValue : 59
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of BomberIII with base magnitude of 34
numberUnits = kv.Value * this.WaveSize : 68
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 34
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 27.19
after applying Mark-based multiplier if any, numberUnits : 19.03
after applying at-least-one rule, numberUnits : 19.03
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 47.58
numberUnitsInt = numberUnits.IntValue : 47
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of FighterIII with base magnitude of 29
numberUnits = kv.Value * this.WaveSize : 58
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 29
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 34.8
after applying Mark-based multiplier if any, numberUnits : 24.36
after applying at-least-one rule, numberUnits : 24.36
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 60.89
numberUnitsInt = numberUnits.IntValue : 60
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of BeamStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 2
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2
after applying Mark-based multiplier if any, numberUnits : 1
after applying at-least-one rule, numberUnits : 1
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 2.5
numberUnitsInt = numberUnits.IntValue : 2
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of DreadnoughtIII with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 2
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 2
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 2
after applying Mark-based multiplier if any, numberUnits : 1.4
after applying at-least-one rule, numberUnits : 1.4
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 3.5
numberUnitsInt = numberUnits.IntValue : 3
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 275
TypesForDirectAdd count by type: 
Cruiser => 48
ZenithAutoBombIII => 59
ZenithViralShredderIII => 59
BomberIII => 47
FighterIII => 60
BeamStarship => 1
DreadnoughtIII => 1
TypesForCarrierAdd count by type: 


7/8/2012 11:58:07 PM (5.039)
-----------------------------------
Triggering Normal Wave for player 9; wave size factor: 1.66
-because Diff >= 7 and entry_points = 4 and game time > 2 hours, wave time modifier range is 0:908
; Game Time: 4:48:41

7/8/2012 11:58:08 PM (5.039)
-----------------------------------
Receiving AddInboundWave from AI Thread at Game Time: 4:48:41
WaveSize factor: 1.66
Raw Units Dictionary Entries: 
ShieldBooster => 32
Bomber => 24
YounglingCommando => 37
MissileShip => 31
Fighter => 36
LightStarship => 1


7/8/2012 11:58:08 PM (5.039)
-----------------------------------
Performing first CheckWave with size factor of 1.66 on wave at Game Time: 4:48:41

CheckWave: populating count of ShieldBooster with base magnitude of 32
numberUnits = kv.Value * this.WaveSize : 52.97
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 5.29
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 5.29
after applying Mark-based multiplier if any, numberUnits : 7.93
after applying at-least-one rule, numberUnits : 7.93
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 19.83
numberUnitsInt = numberUnits.IntValue : 19

CheckWave: populating count of Bomber with base magnitude of 24
numberUnits = kv.Value * this.WaveSize : 39.73
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19.86
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.89
after applying Mark-based multiplier if any, numberUnits : 23.83
after applying at-least-one rule, numberUnits : 23.83
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.58
numberUnitsInt = numberUnits.IntValue : 59
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of YounglingCommando with base magnitude of 37
numberUnits = kv.Value * this.WaveSize : 61.25
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 30.62
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 61.25
after applying Mark-based multiplier if any, numberUnits : 91.87
after applying at-least-one rule, numberUnits : 91.87
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 229.67
numberUnitsInt = numberUnits.IntValue : 229

CheckWave: populating count of MissileShip with base magnitude of 31
numberUnits = kv.Value * this.WaveSize : 51.31
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 25.66
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 30.79
after applying Mark-based multiplier if any, numberUnits : 46.18
after applying at-least-one rule, numberUnits : 46.18
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 115.45
numberUnitsInt = numberUnits.IntValue : 115

CheckWave: populating count of Fighter with base magnitude of 36
numberUnits = kv.Value * this.WaveSize : 59.59
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 29.79
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 35.75
after applying Mark-based multiplier if any, numberUnits : 53.63
after applying at-least-one rule, numberUnits : 53.63
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 134.07
numberUnitsInt = numberUnits.IntValue : 134

CheckWave: populating count of LightStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.66
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.66
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.66
after applying Mark-based multiplier if any, numberUnits : 2.48
after applying at-least-one rule, numberUnits : 2.48
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 6.21
numberUnitsInt = numberUnits.IntValue : 6
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 557
TypesForDirectAdd count by type: 
ShieldBooster => 19
Bomber => 59
YounglingCommando => 229
MissileShip => 115
Fighter => 134
LightStarship => 1
TypesForCarrierAdd count by type: 


7/9/2012 12:04:05 AM (5.039)
-----------------------------------
Performing first CheckWave with size factor of 1.66 on wave at Game Time: 4:50:51

CheckWave: populating count of ShieldBooster with base magnitude of 32
numberUnits = kv.Value * this.WaveSize : 52.97
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 5.29
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 5.29
after applying Mark-based multiplier if any, numberUnits : 7.93
after applying at-least-one rule, numberUnits : 7.93
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 19.83
numberUnitsInt = numberUnits.IntValue : 19

CheckWave: populating count of Bomber with base magnitude of 24
numberUnits = kv.Value * this.WaveSize : 39.73
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 19.86
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 15.89
after applying Mark-based multiplier if any, numberUnits : 23.83
after applying at-least-one rule, numberUnits : 23.83
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 59.58
numberUnitsInt = numberUnits.IntValue : 59
skipping at-least-effective-ship-cap-rule due to multiple non-starship types

CheckWave: populating count of YounglingCommando with base magnitude of 37
numberUnits = kv.Value * this.WaveSize : 61.25
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 30.62
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 61.25
after applying Mark-based multiplier if any, numberUnits : 91.87
after applying at-least-one rule, numberUnits : 91.87
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 229.67
numberUnitsInt = numberUnits.IntValue : 229

CheckWave: populating count of MissileShip with base magnitude of 31
numberUnits = kv.Value * this.WaveSize : 51.31
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 25.66
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 30.79
after applying Mark-based multiplier if any, numberUnits : 46.18
after applying at-least-one rule, numberUnits : 46.18
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 115.45
numberUnitsInt = numberUnits.IntValue : 115

CheckWave: populating count of Fighter with base magnitude of 36
numberUnits = kv.Value * this.WaveSize : 59.59
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 29.79
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 35.75
after applying Mark-based multiplier if any, numberUnits : 53.63
after applying at-least-one rule, numberUnits : 53.63
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 134.07
numberUnitsInt = numberUnits.IntValue : 134

CheckWave: populating count of LightStarship with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 1.66
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1.66
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1.66
after applying Mark-based multiplier if any, numberUnits : 2.48
after applying at-least-one rule, numberUnits : 2.48
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 6.21
numberUnitsInt = numberUnits.IntValue : 6
it's a starship so only adding one rule : 1 (had you going there, didn't we)

Wave total ships: 557
TypesForDirectAdd count by type: 
ShieldBooster => 19
Bomber => 59
YounglingCommando => 229
MissileShip => 115
Fighter => 134
LightStarship => 1
TypesForCarrierAdd count by type: 


MainThreadWaveComputationLog.txt (114,025 bytes)   

Issue History

Date Modified Username Field Change
Jul 9, 2012 1:11 am TechSY730 New Issue
Jul 9, 2012 1:11 am TechSY730 File Added: Mission B8.sav
Jul 9, 2012 1:11 am TechSY730 File Added: AIThreadWaveComputationLog.txt
Jul 9, 2012 1:11 am TechSY730 File Added: MainThreadWaveComputationLog.txt
Jul 9, 2012 1:12 am TechSY730 Relationship added related to 0008539
Jul 10, 2012 4:55 pm tigersfan Internal Weight => Fix Before Major Release
Jul 10, 2012 4:55 pm tigersfan Assigned To => keith.lamothe
Jul 10, 2012 4:55 pm tigersfan Status new => assigned