9/12/2012 10:32:36 AM (5.079) 0:59:06 calling SendReinforcements PlayerNumber = 8 AIProgressionLevel = 114 AITechLevel = 1 NumberOfReinforcements = 3 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 6 (Viltikal) (alerted) (outnumbered, +2000) reinforce priority = 2000 12 (Shipmond) (alerted) (outnumbered, +2000) reinforce priority = 2000 11 (Durdic) (alerted) (outnumbered, +2000) reinforce priority = 2000 43 (Sacicave) (alerted) (outnumbered, +2000) reinforce priority = 2000 13 (Erje) (alerted) (enemy firepower nontrivial [> 30k], +1000) reinforce priority = 1000 41 (Yunpanpo) (alerted) (core, +300) reinforce priority = 300 0 (Murdoch) (alerted) reinforce priority = 0 66 (Xijoyi) (alerted) reinforce priority = 0 2 (Ictitio) (alerted) reinforce priority = 0 18 (Figeosi) (alerted) reinforce priority = 0 8 (Aidama) (alerted) reinforce priority = 0 42 (Ifithernow) (alerted) reinforce priority = 0 38 (Romikius) (alerted) reinforce priority = 0 17 (Udonbulgio) (alerted) reinforce priority = 0 48 (Niun) (alerted) reinforce priority = 0 9 (Foshipock) (alerted) reinforce priority = 0 11 (Durdic) (alerted) (outnumbered, +2000) reinforce priority = 2000 43 (Sacicave) (alerted) (outnumbered, +2000) reinforce priority = 2000 6 (Viltikal) (alerted) (outnumbered, +2000) reinforce priority = 2000 12 (Shipmond) (alerted) (outnumbered, +2000) reinforce priority = 2000 13 (Erje) (alerted) (enemy firepower nontrivial [> 30k], +1000) reinforce priority = 1000 (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 26 (Kiginse) (homeworld, +500) reinforce priority = 500 39 (Aeodes) (homeworld, +500) reinforce priority = 500 28 (Qugio) (core, +300) reinforce priority = 300 23 (Tchqu) (core, +300) reinforce priority = 300 40 (Rozingwep) (core, +300) reinforce priority = 300 46 (Ifihas) (core, +300) reinforce priority = 300 22 (Darkas) (core, +300) reinforce priority = 300 (51 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 6 (Viltikal), StrengthBudget = 0 Reinforcement focus types: None,None,None Number of this player's units on this planet = 19 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 11; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.48 reinforcementStrength *= (tech level multiplier) = 26.53 reinforcementStrength *= 0.14 = 3.71 reinforcementStrength must be at most 35; = 3.71 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 25.98 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.79 numberShips = Floor(reinforcementStrength) = 7 numberShips led to objectsToBuild.Count being 1, adding that to strength... StrengthBudget += 1 = 1 --- AIBuyShipsFromList StrengthBudget = 1 bought 1 EngineerDrone for 1 total count bought: 1, total strength spent: 1, remaining = 0 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 2.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 2.56 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.08 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.08 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = 1 AIBuyShipsFromList StrengthBudget = 1 bought 1 MissileShipII for 2 total count bought: 1, total strength spent: 2, remaining = -1 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = 0 AIBuyShipsFromList StrengthBudget = 0 total count bought: 0, total strength spent: 0, remaining = 0 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = 1 AIBuyShipsFromList StrengthBudget = 1 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = 0 AIBuyShipsFromList StrengthBudget = 0 total count bought: 0, total strength spent: 0, remaining = 0 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianArtilleryII to guard WormholeCommandPost SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = 0 ******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 6 (Viltikal), StrengthBudget = 0 Number of this player's units on this planet = 19 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200 Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 11; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.48 reinforcementStrength *= (tech level multiplier) = 26.53 reinforcementStrength *= 0.14 = 3.71 reinforcementStrength must be at most 35; = 3.71 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 25.98 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.79 numberShips = Floor(reinforcementStrength) = 7 numberShips led to objectsToBuild.Count being 1, adding that to strength... StrengthBudget += 1 = 1 --- AIBuyShipsFromList StrengthBudget = 1 bought 1 EngineerDrone for 1 total count bought: 1, total strength spent: 1, remaining = 0 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 2.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 2.56 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.08 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.08 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = 1 AIBuyShipsFromList StrengthBudget = 1 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = 0 AIBuyShipsFromList StrengthBudget = 0 total count bought: 0, total strength spent: 0, remaining = 0 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = 1 AIBuyShipsFromList StrengthBudget = 1 bought 1 BulletproofFighterII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -1.18 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = -0.18 AIBuyShipsFromList StrengthBudget = -0.18 total count bought: 0, total strength spent: 0, remaining = -0.18 SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.18 ******calling SendReinforcementsToPlanet on planet 12 (Shipmond), StrengthBudget = -0.18 Reinforcement focus types: None,None,None Number of this player's units on this planet = 19 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (7 * 100) (must be at least 200 and at most 700) = 700 Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 11; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(10+1)) = 0 ***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not) AITechLevel = at least planet's AIOriginalTechLevel = 2 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 23.48 reinforcementStrength *= (tech level multiplier) = 21.13 reinforcementStrength *= 0.14 = 2.96 reinforcementStrength must be at most 35; = 2.96 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.96 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 2, adding that to strength... StrengthBudget += 2 = 1.82 --- AIBuyShipsFromList StrengthBudget = 1.82 bought 1 EngineerDrone for 1 bought 1 MineLayer for 1 total count bought: 2, total strength spent: 2, remaining = -0.18 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 2.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 2.56 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.08 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.08 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1 = 0.82 AIBuyShipsFromList StrengthBudget = 0.82 bought 1 MunitionsBoosterII for 10.11 total count bought: 1, total strength spent: 10.11, remaining = -9.29 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1 = -8.29 AIBuyShipsFromList StrengthBudget = -8.29 total count bought: 0, total strength spent: 0, remaining = -8.29 ---doing pulse for AISpireShieldSphereGuardPostII StrengthBudget += 1 = -7.29 AIBuyShipsFromList StrengthBudget = -7.29 total count bought: 0, total strength spent: 0, remaining = -7.29 ---doing pulse for AIPassiveGuardPostII StrengthBudget += 1 = -6.29 AIBuyShipsFromList StrengthBudget = -6.29 total count bought: 0, total strength spent: 0, remaining = -6.29 ---doing pulse for AIMLRSGuardPostII StrengthBudget += 1 = -5.29 AIBuyShipsFromList StrengthBudget = -5.29 total count bought: 0, total strength spent: 0, remaining = -5.29 ---doing pulse for AISpireShieldSphereGuardPostII StrengthBudget += 1 = -4.29 AIBuyShipsFromList StrengthBudget = -4.29 total count bought: 0, total strength spent: 0, remaining = -4.29 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = -3.29 AIBuyShipsFromList StrengthBudget = -3.29 total count bought: 0, total strength spent: 0, remaining = -3.29 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = -2.29 AIBuyShipsFromList StrengthBudget = -2.29 total count bought: 0, total strength spent: 0, remaining = -2.29 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = -1.29 AIBuyShipsFromList StrengthBudget = -1.29 total count bought: 0, total strength spent: 0, remaining = -1.29 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = -0.29 AIBuyShipsFromList StrengthBudget = -0.29 total count bought: 0, total strength spent: 0, remaining = -0.29 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianBeamII to guard WormholeCommandPost SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.29 ******doing wormhole-post-only SendGuardPostReinforcements on planet 11 (Durdic) since there's a nontrivial human attack here and it has not been reinforced yet.reinforcementStrengthPerPulse = AIP/40 = 2.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 1.99 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 2.39 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 2.39 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = 0.71 AIBuyShipsFromList StrengthBudget = 0.71 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -1.29 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = -0.29 AIBuyShipsFromList StrengthBudget = -0.29 total count bought: 0, total strength spent: 0, remaining = -0.29 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = 0.71 AIBuyShipsFromList StrengthBudget = 0.71 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.29 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = -0.29 AIBuyShipsFromList StrengthBudget = -0.29 total count bought: 0, total strength spent: 0, remaining = -0.29 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = 0.71 AIBuyShipsFromList StrengthBudget = 0.71 bought 1 BulletproofFighterIII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -1.47 ******doing wormhole-post-only SendGuardPostReinforcements on planet 43 (Sacicave) since there's a nontrivial human attack here and it has not been reinforced yet.reinforcementStrengthPerPulse = AIP/40 = 2.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 1.99 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 2.39 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 2.39 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = -0.47 AIBuyShipsFromList StrengthBudget = -0.47 total count bought: 0, total strength spent: 0, remaining = -0.47 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = 0.53 AIBuyShipsFromList StrengthBudget = 0.53 bought 1 MunitionsBoosterIII for 10.11 total count bought: 1, total strength spent: 10.11, remaining = -9.57 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = -8.57 AIBuyShipsFromList StrengthBudget = -8.57 total count bought: 0, total strength spent: 0, remaining = -8.57 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = -7.57 AIBuyShipsFromList StrengthBudget = -7.57 total count bought: 0, total strength spent: 0, remaining = -7.57 ******doing wormhole-post-only SendGuardPostReinforcements on planet 13 (Erje) since there's a nontrivial human attack here and it has not been reinforced yet.reinforcementStrengthPerPulse = AIP/40 = 2.85 reinforcementStrengthPerPulse *= (tech level multiplier) = 2.56 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.08 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.08 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = -6.57 AIBuyShipsFromList StrengthBudget = -6.57 total count bought: 0, total strength spent: 0, remaining = -6.57 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = -5.57 AIBuyShipsFromList StrengthBudget = -5.57 total count bought: 0, total strength spent: 0, remaining = -5.57 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = -4.57 AIBuyShipsFromList StrengthBudget = -4.57 total count bought: 0, total strength spent: 0, remaining = -4.57 ---doing pulse for WormholeCommandPost StrengthBudget += 1 = -3.57 AIBuyShipsFromList StrengthBudget = -3.57 total count bought: 0, total strength spent: 0, remaining = -3.57 totals for planet 6 (Viltikal); count: 6, strength: 10.18 totals for planet 12 (Shipmond); count: 3, strength: 12.11 totals for planet 11 (Durdic); count: 3, strength: 6.18 totals for planet 43 (Sacicave); count: 1, strength: 10.11 totals for EngineerDrone; count: 3, strength: 3 totals for MissileShipII; count: 1, strength: 2 totals for FighterII; count: 2, strength: 4 totals for BulletproofFighterII; count: 1, strength: 2.18 totals for MineLayer; count: 1, strength: 1 totals for MunitionsBoosterII; count: 1, strength: 10.11 totals for Cruiser; count: 1, strength: 2 totals for FighterIII; count: 1, strength: 2 totals for BulletproofFighterIII; count: 1, strength: 2.18 totals for MunitionsBoosterIII; count: 1, strength: 10.11 *grand totals; count: 13, strength: 38.57