2/20/2011 5:23:28 PM (5.001) ----------------------------------- Triggering Normal Wave; wave size factor: 0.99; Game Time: 2:46:17 2/20/2011 5:23:29 PM (5.001) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:46:17 WaveSize factor: 0.99 Raw Units Dictionary Entries: BomberII => 269 BomberStarship => 1 2/20/2011 5:23:29 PM (5.001) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:46:17 WaveSize factor: 0.99 Raw Units Dictionary Entries: SpireMawII => 328 Flagship => 1 2/20/2011 5:23:29 PM (5.001) ----------------------------------- Performing first CheckWave with size factor of 0.99 on wave at Game Time: 2:46:17 CheckWave: populating count of BomberII with base magnitude of 269 numberUnits = kv.Value * this.WaveSize : 265.19 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 132.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 132.6 after applying Mark-based multiplier if any, numberUnits : 119.32 after applying at-least-one rule, numberUnits : 119.32 after applying difficulty-based multiplier (if <= 3 then 1, if <= 4 then 1.5, if <= 5 then 1.75, if <= 6 then 2, if <= 7 then 2.25, anything higher gets 2.5), numberUnits : 298.31 numberUnitsInt = numberUnits.IntValue : 298 CheckWave: populating count of BomberStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.99 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.99 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.99 after applying Mark-based multiplier if any, numberUnits : 1.48 after applying at-least-one rule, numberUnits : 1.48 after applying difficulty-based multiplier (if <= 3 then 1, if <= 4 then 1.5, if <= 5 then 1.75, if <= 6 then 2, if <= 7 then 2.25, anything higher gets 2.5), numberUnits : 3.7 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 299 TypesForDirectAdd count by type: BomberII => 298 BomberStarship => 1 TypesForCarrierAdd count by type: 2/20/2011 5:23:29 PM (5.001) ----------------------------------- Performing first CheckWave with size factor of 0.99 on wave at Game Time: 2:46:17 CheckWave: populating count of SpireMawII with base magnitude of 328 numberUnits = kv.Value * this.WaveSize : 323.36 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 323.36 after applying CanUseNeinzulRegenerator if any, numberUnits : 323.36 after applying Mark-based multiplier if any, numberUnits : 290.99 after applying at-least-one rule, numberUnits : 290.99 after applying difficulty-based multiplier (if <= 3 then 1, if <= 4 then 1.5, if <= 5 then 1.75, if <= 6 then 2, if <= 7 then 2.25, anything higher gets 2.5), numberUnits : 727.47 numberUnitsInt = numberUnits.IntValue : 727 CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.99 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.99 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.99 after applying Mark-based multiplier if any, numberUnits : 0.89 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based multiplier (if <= 3 then 1, if <= 4 then 1.5, if <= 5 then 1.75, if <= 6 then 2, if <= 7 then 2.25, anything higher gets 2.5), 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: 728 TypesForDirectAdd count by type: SpireMawII => 727 Flagship => 1 TypesForCarrierAdd count by type: