View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0009561 | AI War 1 / Classic | Bug - Gameplay | Sep 12, 2012 1:23 pm | Sep 17, 2012 12:52 pm | |
Reporter | ussdefiant | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.079 | ||||
Fixed in Version | 5.081 | ||||
Summary | 0009561: AI reinforcements brokenly weak? | ||||
Description | I'm playing a game ATM, with the Dyson Sphere and the Devourer Golem and Dark Spire running full bore, so i'm not particularly worried about the planets showing up as Outnumbered and such that're not actually adjacent to anything i control. I AM worried, though, that with the AI Progress sitting at 114, that the final output of a full reinforce cycle seems much the same as it would at 10 AIP at the start of the game: total count bought: 0, total strength spent: 0, remaining = -3.57 totals for planet 6 (Viltikal); count: 6, strength: 10.18 [got a double reinforce] 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 full reinforcement log for cycle attached, can provide saves if needed | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
|
ReinforcementsLog_AIThread.txt (17,341 bytes)
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 |
|
That log only shows a reinforcement phase for one of the AIs, and this: Inside AdjustNumberShipsFromAIType, multiplier: 0.3 means it's either a Tank or Raider. Those only get 30% of the normal reinforcements. |
|
Ok, so if we factor out the .3 multiplier, that would make it about 43 ships (I say about, as the AI would probably make different ship selections if it had more to work with). That still seems pretty low for the reinforcement pulse spread over the few planets it chooses. Although, how long is it between each reinforcement pulse? If it is somewhat frequent, that could start adding up quickly. |
|
ReinforcementsLog_AIThread2.txt (166,650 bytes)
9/12/2012 1:09:24 PM (5.079) 1:41:15 calling SendReinforcements PlayerNumber = 9 AIProgressionLevel = 200 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 58 (Barkraero) (alerted) (outnumbered, +2000) reinforce priority = 2000 66 (Xijoyi) (alerted) (enemy firepower nontrivial [> 30k], +1000) reinforce priority = 1000 24 (Yartetherje) (alerted) reinforce priority = 0 60 (Shoullu) (alerted) reinforce priority = 0 13 (Erje) (alerted) reinforce priority = 0 6 (Viltikal) (alerted) reinforce priority = 0 9 (Foshipock) (alerted) reinforce priority = 0 2 (Ictitio) (alerted) reinforce priority = 0 53 (Yaqurchar) (alerted) reinforce priority = 0 11 (Durdic) (alerted) reinforce priority = 0 63 (Aupihma) (alerted) reinforce priority = 0 58 (Barkraero) (alerted) (outnumbered, +2000) reinforce priority = 2000 (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.) 50 (Lancmelship) (enemy firepower nontrivial [> 30k], +1000) reinforce priority = 1000 26 (Kiginse) (homeworld, +500) reinforce priority = 500 39 (Aeodes) (homeworld, +500) reinforce priority = 500 40 (Rozingwep) (core, +300) reinforce priority = 300 46 (Ifihas) (core, +300) reinforce priority = 300 22 (Darkas) (core, +300) reinforce priority = 300 23 (Tchqu) (core, +300) reinforce priority = 300 41 (Yunpanpo) (core, +300) reinforce priority = 300 28 (Qugio) (core, +300) reinforce priority = 300 (51 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 58 (Barkraero), StrengthBudget = 0 Reinforcement focus types: Parasite,Tank,Tank Number of this player's units on this planet = 82 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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 = 3 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 28.5 reinforcementStrength *= (tech level multiplier) = 19.95 reinforcementStrength *= 0.14 = 2.79 reinforcementStrength must be at most 35; = 2.79 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.79 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 = 2 --- AIBuyShipsFromList StrengthBudget = 2 bought 1 MineLayer for 1 bought 1 BomberIII for 2 total count bought: 2, total strength spent: 3, remaining = -1 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.78 = 2.78 AIBuyShipsFromList StrengthBudget = 2.78 bought 1 MissileShip for 2 bought 1 Bomber for 2 total count bought: 2, total strength spent: 4, remaining = -1.22 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 1.26 = 0.04 AIBuyShipsFromList StrengthBudget = 0.04 bought 1 ParasiteIII for 4 total count bought: 1, total strength spent: 4, remaining = -3.96 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = -2.71 AIBuyShipsFromList StrengthBudget = -2.71 total count bought: 0, total strength spent: 0, remaining = -2.71 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = -1.45 AIBuyShipsFromList StrengthBudget = -1.45 total count bought: 0, total strength spent: 0, remaining = -1.45 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = -0.19 AIBuyShipsFromList StrengthBudget = -0.19 total count bought: 0, total strength spent: 0, remaining = -0.19 ---doing pulse for AIPassiveGuardPostIII StrengthBudget += 1.26 = 1.07 AIBuyShipsFromList StrengthBudget = 1.07 bought 1 InfiltratorIII for 0.71 bought 1 ArmorShipIII for 2.18 total count bought: 2, total strength spent: 2.89, remaining = -1.82 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = -0.56 AIBuyShipsFromList StrengthBudget = -0.56 total count bought: 0, total strength spent: 0, remaining = -0.56 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = 0.7 AIBuyShipsFromList StrengthBudget = 0.7 bought 1 InfiltratorIII for 0.71 total count bought: 1, total strength spent: 0.71, remaining = -0.01 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 1.25 AIBuyShipsFromList StrengthBudget = 1.25 bought 1 ParasiteIII for 4 total count bought: 1, total strength spent: 4, remaining = -2.75 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -1.49 AIBuyShipsFromList StrengthBudget = -1.49 total count bought: 0, total strength spent: 0, remaining = -1.49 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -0.23 AIBuyShipsFromList StrengthBudget = -0.23 total count bought: 0, total strength spent: 0, remaining = -0.23 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 1.03 AIBuyShipsFromList StrengthBudget = 1.03 bought 1 SpaceTankIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.97 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianFlakIII to guard WormholeCommandPost SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.97 ******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 58 (Barkraero), StrengthBudget = -0.97 Number of this player's units on this planet = 82 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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 = 3 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 34.5 reinforcementStrength *= (tech level multiplier) = 24.15 reinforcementStrength *= 0.14 = 3.38 reinforcementStrength must be at most 35; = 3.38 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.38 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.01 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 2, adding that to strength... StrengthBudget += 2 = 1.03 --- AIBuyShipsFromList StrengthBudget = 1.03 bought 1 ArmorShipIII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -1.15 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.78 = 2.62 AIBuyShipsFromList StrengthBudget = 2.62 bought 1 SpaceTank for 2 bought 1 Infiltrator for 0.71 total count bought: 2, total strength spent: 2.71, remaining = -0.08 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 1.26 = 1.18 AIBuyShipsFromList StrengthBudget = 1.18 bought 1 InfiltratorIII for 0.71 bought 1 ParasiteIII for 4 total count bought: 2, total strength spent: 4.71, remaining = -3.53 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = -2.27 AIBuyShipsFromList StrengthBudget = -2.27 total count bought: 0, total strength spent: 0, remaining = -2.27 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = -1.01 AIBuyShipsFromList StrengthBudget = -1.01 total count bought: 0, total strength spent: 0, remaining = -1.01 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = 0.25 AIBuyShipsFromList StrengthBudget = 0.25 bought 1 ParasiteIII for 4 total count bought: 1, total strength spent: 4, remaining = -3.75 ---doing pulse for AIPassiveGuardPostIII StrengthBudget += 1.26 = -2.49 AIBuyShipsFromList StrengthBudget = -2.49 total count bought: 0, total strength spent: 0, remaining = -2.49 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = -1.23 AIBuyShipsFromList StrengthBudget = -1.23 total count bought: 0, total strength spent: 0, remaining = -1.23 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = 0.02 AIBuyShipsFromList StrengthBudget = 0.02 bought 1 ArmorShipIII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -2.16 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -0.9 AIBuyShipsFromList StrengthBudget = -0.9 total count bought: 0, total strength spent: 0, remaining = -0.9 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.36 AIBuyShipsFromList StrengthBudget = 0.36 bought 1 SpaceTankIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.64 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -0.38 AIBuyShipsFromList StrengthBudget = -0.38 total count bought: 0, total strength spent: 0, remaining = -0.38 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.88 AIBuyShipsFromList StrengthBudget = 0.88 bought 1 SpaceTankIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.12 SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.12 ******calling SendReinforcementsToPlanet on planet 66 (Xijoyi), StrengthBudget = -1.12 Reinforcement focus types: Cruiser,Fighter,Armored Number of this player's units on this planet = 45 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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) = 16.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5 reinforcementStrength *= (tech level multiplier) = 27.45 reinforcementStrength *= 0.14 = 3.84 reinforcementStrength must be at most 35; = 3.84 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.84 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.15 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 1, adding that to strength... StrengthBudget += 1 = -0.12 --- AIBuyShipsFromList StrengthBudget = -0.12 total count bought: 0, total strength spent: 0, remaining = -0.12 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 4.86 = 4.73 AIBuyShipsFromList StrengthBudget = 4.73 bought 1 Bomber for 2 bought 1 Parasite for 4 total count bought: 2, total strength spent: 6, remaining = -1.27 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1.62 = 0.35 AIBuyShipsFromList StrengthBudget = 0.35 bought 1 ParasiteII for 4 total count bought: 1, total strength spent: 4, remaining = -3.65 ---doing pulse for AIMLRSGuardPostII StrengthBudget += 1.62 = -2.03 AIBuyShipsFromList StrengthBudget = -2.03 total count bought: 0, total strength spent: 0, remaining = -2.03 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1.62 = -0.41 AIBuyShipsFromList StrengthBudget = -0.41 total count bought: 0, total strength spent: 0, remaining = -0.41 ---doing pulse for AIShortRangeGuardPostII StrengthBudget += 1.62 = 1.21 AIBuyShipsFromList StrengthBudget = 1.21 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.79 ---doing pulse for AIShortRangeGuardPostII StrengthBudget += 1.62 = 0.83 AIBuyShipsFromList StrengthBudget = 0.83 bought 1 MissileShipII for 2 total count bought: 1, total strength spent: 2, remaining = -1.17 ---doing pulse for AISpireShieldSphereGuardPostII StrengthBudget += 1.62 = 0.45 AIBuyShipsFromList StrengthBudget = 0.45 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -1.55 ---doing pulse for AIMLRSGuardPostII StrengthBudget += 1.62 = 0.06 AIBuyShipsFromList StrengthBudget = 0.06 bought 1 ArmorShipII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -2.12 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -0.5 AIBuyShipsFromList StrengthBudget = -0.5 total count bought: 0, total strength spent: 0, remaining = -0.5 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 1.12 AIBuyShipsFromList StrengthBudget = 1.12 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.88 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.74 AIBuyShipsFromList StrengthBudget = 0.74 bought 1 MissileShipII for 2 total count bought: 1, total strength spent: 2, remaining = -1.26 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.36 AIBuyShipsFromList StrengthBudget = 0.36 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -1.64 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianArtilleryII to guard AIShortRangeGuardPostII SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -1.64 ******calling SendReinforcementsToPlanet on planet 24 (Yartetherje), StrengthBudget = -1.64 Reinforcement focus types: Fighter,Tank,Cruiser Number of this player's units on this planet = 106 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (8 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(11+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 = 3 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.5 reinforcementStrength *= (tech level multiplier) = 22.05 reinforcementStrength *= 0.14 = 3.08 reinforcementStrength must be at most 35; = 3.08 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.08 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 1, adding that to strength... StrengthBudget += 1 = -0.64 --- AIBuyShipsFromList StrengthBudget = -0.64 total count bought: 0, total strength spent: 0, remaining = -0.64 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 1.26 = 0.62 AIBuyShipsFromList StrengthBudget = 0.62 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.38 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 1.26 = -0.13 AIBuyShipsFromList StrengthBudget = -0.13 total count bought: 0, total strength spent: 0, remaining = -0.13 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = 1.13 AIBuyShipsFromList StrengthBudget = 1.13 bought 1 SpaceTankIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.87 ---doing pulse for AICommandStationShieldGuardPostIII StrengthBudget += 1.26 = 0.39 AIBuyShipsFromList StrengthBudget = 0.39 bought 1 SpaceTankIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.61 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 1.26 = -0.35 AIBuyShipsFromList StrengthBudget = -0.35 total count bought: 0, total strength spent: 0, remaining = -0.35 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 1.26 = 0.91 AIBuyShipsFromList StrengthBudget = 0.91 bought 1 SpaceTankIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.09 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = 0.17 AIBuyShipsFromList StrengthBudget = 0.17 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.83 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -0.57 AIBuyShipsFromList StrengthBudget = -0.57 total count bought: 0, total strength spent: 0, remaining = -0.57 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.69 AIBuyShipsFromList StrengthBudget = 0.69 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -1.31 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -0.05 AIBuyShipsFromList StrengthBudget = -0.05 total count bought: 0, total strength spent: 0, remaining = -0.05 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 1.2 AIBuyShipsFromList StrengthBudget = 1.2 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.8 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianSpecialForcesRallyIII to guard OrbitalCommandStationIIAI SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.8 ******doing wormhole-post-only SendGuardPostReinforcements on planet 50 (Lancmelship) since there's a nontrivial human attack here and it has not been reinforced yet.reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.82 AIBuyShipsFromList StrengthBudget = 0.82 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.18 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.44 AIBuyShipsFromList StrengthBudget = 0.44 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -1.56 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.06 AIBuyShipsFromList StrengthBudget = 0.06 bought 1 ParasiteII for 4 total count bought: 1, total strength spent: 4, remaining = -3.94 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -2.32 AIBuyShipsFromList StrengthBudget = -2.32 total count bought: 0, total strength spent: 0, remaining = -2.32 totals for planet 58 (Barkraero); count: 19, strength: 40.37 totals for planet 66 (Xijoyi); count: 10, strength: 24.18 totals for planet 24 (Yartetherje); count: 7, strength: 14 totals for planet 50 (Lancmelship); count: 3, strength: 8 totals for MineLayer; count: 1, strength: 1 totals for BomberIII; count: 1, strength: 2 totals for MissileShip; count: 1, strength: 2 totals for Bomber; count: 2, strength: 4 totals for ParasiteIII; count: 4, strength: 16 totals for InfiltratorIII; count: 3, strength: 2.12 totals for ArmorShipIII; count: 3, strength: 6.54 totals for SpaceTankIII; count: 6, strength: 12 totals for SpaceTank; count: 1, strength: 2 totals for Infiltrator; count: 1, strength: 0.71 totals for Parasite; count: 1, strength: 4 totals for ParasiteII; count: 2, strength: 8 totals for BomberII; count: 1, strength: 2 totals for MissileShipII; count: 2, strength: 4 totals for SpaceTankII; count: 3, strength: 6 totals for ArmorShipII; count: 1, strength: 2.18 totals for FighterII; count: 2, strength: 4 totals for FighterIII; count: 3, strength: 6 totals for Cruiser; count: 1, strength: 2 *grand totals; count: 39, strength: 86.55 9/12/2012 1:09:39 PM (5.079) 1:41:16 calling SendReinforcements PlayerNumber = 8 AIProgressionLevel = 200 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 58 (Barkraero) (alerted) (outnumbered, +2000) reinforce priority = 2000 66 (Xijoyi) (alerted) (enemy firepower nontrivial [> 30k], +1000) reinforce priority = 1000 9 (Foshipock) (alerted) reinforce priority = 0 63 (Aupihma) (alerted) reinforce priority = 0 24 (Yartetherje) (alerted) reinforce priority = 0 2 (Ictitio) (alerted) reinforce priority = 0 13 (Erje) (alerted) reinforce priority = 0 53 (Yaqurchar) (alerted) reinforce priority = 0 6 (Viltikal) (alerted) reinforce priority = 0 11 (Durdic) (alerted) reinforce priority = 0 60 (Shoullu) (alerted) reinforce priority = 0 58 (Barkraero) (alerted) (outnumbered, +2000) reinforce priority = 2000 (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.) 50 (Lancmelship) (enemy firepower nontrivial [> 30k], +1000) reinforce priority = 1000 26 (Kiginse) (homeworld, +500) reinforce priority = 500 39 (Aeodes) (homeworld, +500) reinforce priority = 500 23 (Tchqu) (core, +300) reinforce priority = 300 46 (Ifihas) (core, +300) reinforce priority = 300 40 (Rozingwep) (core, +300) reinforce priority = 300 41 (Yunpanpo) (core, +300) reinforce priority = 300 22 (Darkas) (core, +300) reinforce priority = 300 28 (Qugio) (core, +300) reinforce priority = 300 (51 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 58 (Barkraero), StrengthBudget = 0 Reinforcement focus types: Parasite,Tank,Tank Number of this player's units on this planet = 9 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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 = 3 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.5 reinforcementStrength *= (tech level multiplier) = 23.45 reinforcementStrength *= 0.14 = 3.28 reinforcementStrength must be at most 35; = 3.28 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.28 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 1, adding that to strength... StrengthBudget += 1 = 1 --- AIBuyShipsFromList StrengthBudget = 1 bought 1 MineLayer for 1 total count bought: 1, total strength spent: 1, remaining = 0 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.78 = 3.78 AIBuyShipsFromList StrengthBudget = 3.78 bought 1 Raider for 0.98 bought 1 BulletproofFighter for 2.18 bought 1 Bomber for 2 total count bought: 3, total strength spent: 5.16, remaining = -1.38 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 1.26 = -0.13 AIBuyShipsFromList StrengthBudget = -0.13 total count bought: 0, total strength spent: 0, remaining = -0.13 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = 1.13 AIBuyShipsFromList StrengthBudget = 1.13 bought 1 InfiltratorIII for 0.71 bought 1 RaiderIII for 0.98 total count bought: 2, total strength spent: 1.69, remaining = -0.55 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = 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 AIMissileGuardPostIII StrengthBudget += 1.26 = -0.03 AIBuyShipsFromList StrengthBudget = -0.03 total count bought: 0, total strength spent: 0, remaining = -0.03 ---doing pulse for AIPassiveGuardPostIII StrengthBudget += 1.26 = 1.22 AIBuyShipsFromList StrengthBudget = 1.22 bought 1 BulletproofFighterIII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -0.96 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = 0.3 AIBuyShipsFromList StrengthBudget = 0.3 bought 1 MunitionsBoosterIII for 10.11 total count bought: 1, total strength spent: 10.11, remaining = -9.8 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = -8.55 AIBuyShipsFromList StrengthBudget = -8.55 total count bought: 0, total strength spent: 0, remaining = -8.55 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -7.29 AIBuyShipsFromList StrengthBudget = -7.29 total count bought: 0, total strength spent: 0, remaining = -7.29 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -6.03 AIBuyShipsFromList StrengthBudget = -6.03 total count bought: 0, total strength spent: 0, remaining = -6.03 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -4.77 AIBuyShipsFromList StrengthBudget = -4.77 total count bought: 0, total strength spent: 0, remaining = -4.77 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -3.51 AIBuyShipsFromList StrengthBudget = -3.51 total count bought: 0, total strength spent: 0, remaining = -3.51 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet not owned by this player SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -3.51 ******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 58 (Barkraero), StrengthBudget = -3.51 Number of this player's units on this planet = 9 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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 = 3 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 35.5 reinforcementStrength *= (tech level multiplier) = 24.85 reinforcementStrength *= 0.14 = 3.48 reinforcementStrength must be at most 35; = 3.48 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.48 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.04 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 2, adding that to strength... StrengthBudget += 2 = -1.51 --- AIBuyShipsFromList StrengthBudget = -1.51 total count bought: 0, total strength spent: 0, remaining = -1.51 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.78 = 2.27 AIBuyShipsFromList StrengthBudget = 2.27 bought 2 Raider for 1.96 bought 1 MissileShip for 2 total count bought: 3, total strength spent: 3.96, remaining = -1.69 ---doing pulse for AISpireShieldSphereGuardPostIII StrengthBudget += 1.26 = -0.43 AIBuyShipsFromList StrengthBudget = -0.43 total count bought: 0, total strength spent: 0, remaining = -0.43 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = 0.82 AIBuyShipsFromList StrengthBudget = 0.82 bought 1 RaiderIII for 0.98 total count bought: 1, total strength spent: 0.98, remaining = -0.15 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = 1.1 AIBuyShipsFromList StrengthBudget = 1.1 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.9 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = 0.36 AIBuyShipsFromList StrengthBudget = 0.36 bought 1 Cruiser for 2 total count bought: 1, total strength spent: 2, remaining = -1.64 ---doing pulse for AIPassiveGuardPostIII StrengthBudget += 1.26 = -0.38 AIBuyShipsFromList StrengthBudget = -0.38 total count bought: 0, total strength spent: 0, remaining = -0.38 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = 0.88 AIBuyShipsFromList StrengthBudget = 0.88 bought 1 BomberIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.12 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = 0.14 AIBuyShipsFromList StrengthBudget = 0.14 bought 1 InfiltratorIII for 0.71 total count bought: 1, total strength spent: 0.71, remaining = -0.57 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.69 AIBuyShipsFromList StrengthBudget = 0.69 bought 1 MunitionsBoosterIII for 10.11 total count bought: 1, total strength spent: 10.11, remaining = -9.41 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -8.15 AIBuyShipsFromList StrengthBudget = -8.15 total count bought: 0, total strength spent: 0, remaining = -8.15 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -6.9 AIBuyShipsFromList StrengthBudget = -6.9 total count bought: 0, total strength spent: 0, remaining = -6.9 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -5.64 AIBuyShipsFromList StrengthBudget = -5.64 total count bought: 0, total strength spent: 0, remaining = -5.64 SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -5.64 ******calling SendReinforcementsToPlanet on planet 66 (Xijoyi), StrengthBudget = -5.64 Reinforcement focus types: Cruiser,Fighter,Armored Number of this player's units on this planet = 9 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.5 reinforcementStrength *= (tech level multiplier) = 30.15 reinforcementStrength *= 0.14 = 4.22 reinforcementStrength must be at most 35; = 4.22 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 4.22 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.26 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 1, adding that to strength... StrengthBudget += 1 = -4.64 --- AIBuyShipsFromList StrengthBudget = -4.64 total count bought: 0, total strength spent: 0, remaining = -4.64 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 4.86 = 0.22 AIBuyShipsFromList StrengthBudget = 0.22 bought 1 BulletproofFighter for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -1.96 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1.62 = -0.34 AIBuyShipsFromList StrengthBudget = -0.34 total count bought: 0, total strength spent: 0, remaining = -0.34 ---doing pulse for AIMLRSGuardPostII StrengthBudget += 1.62 = 1.27 AIBuyShipsFromList StrengthBudget = 1.27 bought 1 MissileShipII for 2 total count bought: 1, total strength spent: 2, remaining = -0.73 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1.62 = 0.89 AIBuyShipsFromList StrengthBudget = 0.89 bought 1 MissileShipII for 2 total count bought: 1, total strength spent: 2, remaining = -1.11 ---doing pulse for AIShortRangeGuardPostII StrengthBudget += 1.62 = 0.51 AIBuyShipsFromList StrengthBudget = 0.51 bought 1 MissileShipII for 2 total count bought: 1, total strength spent: 2, remaining = -1.49 ---doing pulse for AIShortRangeGuardPostII StrengthBudget += 1.62 = 0.13 AIBuyShipsFromList StrengthBudget = 0.13 bought 1 MissileShipII for 2 total count bought: 1, total strength spent: 2, remaining = -1.87 ---doing pulse for AISpireShieldSphereGuardPostII StrengthBudget += 1.62 = -0.25 AIBuyShipsFromList StrengthBudget = -0.25 total count bought: 0, total strength spent: 0, remaining = -0.25 ---doing pulse for AIMLRSGuardPostII StrengthBudget += 1.62 = 1.37 AIBuyShipsFromList StrengthBudget = 1.37 bought 1 MissileShipII for 2 total count bought: 1, total strength spent: 2, remaining = -0.63 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.99 AIBuyShipsFromList StrengthBudget = 0.99 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.01 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.61 AIBuyShipsFromList StrengthBudget = 0.61 bought 1 MissileShipII for 2 total count bought: 1, total strength spent: 2, remaining = -1.39 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.22 AIBuyShipsFromList StrengthBudget = 0.22 bought 1 MissileShipII for 2 total count bought: 1, total strength spent: 2, remaining = -1.78 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -0.16 AIBuyShipsFromList StrengthBudget = -0.16 total count bought: 0, total strength spent: 0, remaining = -0.16 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet not owned by this player SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.16 ******calling SendReinforcementsToPlanet on planet 9 (Foshipock), StrengthBudget = -0.16 Reinforcement focus types: Fighter,Tank,Fighter Number of this player's units on this planet = 17 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) = 20; (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)) = 35.5 reinforcementStrength *= (tech level multiplier) = 31.95 reinforcementStrength *= 0.14 = 4.47 reinforcementStrength must be at most 35; = 4.47 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 31.28 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 9.38 numberShips = Floor(reinforcementStrength) = 9 numberShips led to objectsToBuild.Count being 10, adding that to strength... StrengthBudget += 10 = 9.84 --- AIBuyShipsFromList StrengthBudget = 9.84 bought 1 BulletproofFighterII for 2.18 bought 1 MunitionsBoosterII for 10.11 total count bought: 2, total strength spent: 12.29, remaining = -2.44 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -0.83 AIBuyShipsFromList StrengthBudget = -0.83 total count bought: 0, total strength spent: 0, remaining = -0.83 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.79 AIBuyShipsFromList StrengthBudget = 0.79 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.21 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.41 AIBuyShipsFromList StrengthBudget = 0.41 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.59 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.03 AIBuyShipsFromList StrengthBudget = 0.03 bought 1 BulletproofFighterII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -2.15 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet not owned by this player SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -2.15 ******doing wormhole-post-only SendGuardPostReinforcements on planet 50 (Lancmelship) since there's a nontrivial human attack here and it has not been reinforced yet.reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -0.53 AIBuyShipsFromList StrengthBudget = -0.53 total count bought: 0, total strength spent: 0, remaining = -0.53 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 1.09 AIBuyShipsFromList StrengthBudget = 1.09 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.91 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.7 AIBuyShipsFromList StrengthBudget = 0.7 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -1.3 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.32 AIBuyShipsFromList StrengthBudget = 0.32 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -1.68 totals for planet 58 (Barkraero); count: 18, strength: 43.88 totals for planet 66 (Xijoyi); count: 9, strength: 18.18 totals for planet 9 (Foshipock); count: 5, strength: 18.47 totals for planet 50 (Lancmelship); count: 3, strength: 6 totals for MineLayer; count: 1, strength: 1 totals for Raider; count: 3, strength: 2.94 totals for BulletproofFighter; count: 2, strength: 4.36 totals for Bomber; count: 1, strength: 2 totals for InfiltratorIII; count: 2, strength: 1.41 totals for RaiderIII; count: 2, strength: 1.96 totals for Cruiser; count: 2, strength: 4 totals for BulletproofFighterIII; count: 1, strength: 2.18 totals for MunitionsBoosterIII; count: 2, strength: 20.21 totals for MissileShip; count: 1, strength: 2 totals for FighterIII; count: 1, strength: 2 totals for BomberIII; count: 1, strength: 2 totals for MissileShipII; count: 7, strength: 14 totals for FighterII; count: 3, strength: 6 totals for BulletproofFighterII; count: 2, strength: 4.36 totals for MunitionsBoosterII; count: 1, strength: 10.11 totals for BomberII; count: 3, strength: 6 *grand totals; count: 35, strength: 86.53 9/12/2012 1:19:38 PM (5.079) 1:45:27 calling SendReinforcements PlayerNumber = 9 AIProgressionLevel = 200 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Wocave) (alerted) (outnumbered, +2000) reinforce priority = 2000 44 (Shugen) (alerted) reinforce priority = 0 51 (Chuanship) (alerted) reinforce priority = 0 79 (Ticdarkzup) (alerted) reinforce priority = 0 78 (Achkined) (alerted) reinforce priority = 0 6 (Viltikal) (alerted) reinforce priority = 0 13 (Erje) (alerted) reinforce priority = 0 9 (Foshipock) (alerted) reinforce priority = 0 69 (Aevin) (alerted) reinforce priority = 0 66 (Xijoyi) (alerted) reinforce priority = 0 11 (Durdic) (alerted) reinforce priority = 0 2 (Ictitio) (alerted) reinforce priority = 0 68 (Wocave) (alerted) (outnumbered, +2000) reinforce priority = 2000 (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.) 39 (Aeodes) (homeworld, +500) reinforce priority = 500 26 (Kiginse) (homeworld, +500) reinforce priority = 500 41 (Yunpanpo) (core, +300) reinforce priority = 300 46 (Ifihas) (core, +300) reinforce priority = 300 23 (Tchqu) (core, +300) reinforce priority = 300 28 (Qugio) (core, +300) reinforce priority = 300 40 (Rozingwep) (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 68 (Wocave), StrengthBudget = 0 Reinforcement focus types: Tank,Fighter,Armored Number of this player's units on this planet = 91 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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) = 16.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5 reinforcementStrength *= (tech level multiplier) = 27.45 reinforcementStrength *= 0.14 = 3.84 reinforcementStrength must be at most 35; = 3.84 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.84 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.15 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 3, adding that to strength... StrengthBudget += 3 = 3 --- AIBuyShipsFromList StrengthBudget = 3 bought 1 EngineerDrone for 1 bought 1 MineLayer for 1 bought 1 FighterII for 2 total count bought: 3, total strength spent: 4, remaining = -1 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 4.86 = 3.86 AIBuyShipsFromList StrengthBudget = 3.86 bought 1 MissileShip for 2 bought 1 SpaceTank for 2 total count bought: 2, total strength spent: 4, remaining = -0.14 ---doing pulse for AIPassiveGuardPostII StrengthBudget += 1.62 = 1.47 AIBuyShipsFromList StrengthBudget = 1.47 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -0.53 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1.62 = 1.09 AIBuyShipsFromList StrengthBudget = 1.09 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -0.91 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1.62 = 0.71 AIBuyShipsFromList StrengthBudget = 0.71 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -1.29 ---doing pulse for AIShortRangeGuardPostII StrengthBudget += 1.62 = 0.33 AIBuyShipsFromList StrengthBudget = 0.33 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.67 ---doing pulse for AIMLRSGuardPostII StrengthBudget += 1.62 = -0.05 AIBuyShipsFromList StrengthBudget = -0.05 total count bought: 0, total strength spent: 0, remaining = -0.05 ---doing pulse for AISpireShieldSphereGuardPostII StrengthBudget += 1.62 = 1.57 AIBuyShipsFromList StrengthBudget = 1.57 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.43 ---doing pulse for AISpireShieldSphereGuardPostII StrengthBudget += 1.62 = 1.19 AIBuyShipsFromList StrengthBudget = 1.19 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.81 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.81 AIBuyShipsFromList StrengthBudget = 0.81 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -1.19 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.42 AIBuyShipsFromList StrengthBudget = 0.42 bought 1 InfiltratorII for 0.71 total count bought: 1, total strength spent: 0.71, remaining = -0.28 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 1.34 AIBuyShipsFromList StrengthBudget = 1.34 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -0.66 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.96 AIBuyShipsFromList StrengthBudget = 0.96 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -1.04 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.57 AIBuyShipsFromList StrengthBudget = 0.57 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -1.43 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianArtilleryII to guard WormholeCommandPost SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -1.43 ******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 68 (Wocave), StrengthBudget = -1.43 Number of this player's units on this planet = 91 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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) = 16.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5 reinforcementStrength *= (tech level multiplier) = 27.45 reinforcementStrength *= 0.14 = 3.84 reinforcementStrength must be at most 35; = 3.84 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.84 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.15 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 3, adding that to strength... StrengthBudget += 3 = 1.57 --- AIBuyShipsFromList StrengthBudget = 1.57 bought 1 EngineerDrone for 1 bought 1 MineLayer for 1 total count bought: 2, total strength spent: 2, remaining = -0.43 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 4.86 = 4.43 AIBuyShipsFromList StrengthBudget = 4.43 bought 1 Parasite for 4 bought 1 ArmorShip for 2.18 total count bought: 2, total strength spent: 6.18, remaining = -1.75 ---doing pulse for AIPassiveGuardPostII StrengthBudget += 1.62 = -0.13 AIBuyShipsFromList StrengthBudget = -0.13 total count bought: 0, total strength spent: 0, remaining = -0.13 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1.62 = 1.49 AIBuyShipsFromList StrengthBudget = 1.49 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -0.51 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1.62 = 1.1 AIBuyShipsFromList StrengthBudget = 1.1 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -0.9 ---doing pulse for AIShortRangeGuardPostII StrengthBudget += 1.62 = 0.72 AIBuyShipsFromList StrengthBudget = 0.72 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.28 ---doing pulse for AIMLRSGuardPostII StrengthBudget += 1.62 = 0.34 AIBuyShipsFromList StrengthBudget = 0.34 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -1.66 ---doing pulse for AISpireShieldSphereGuardPostII StrengthBudget += 1.62 = -0.04 AIBuyShipsFromList StrengthBudget = -0.04 total count bought: 0, total strength spent: 0, remaining = -0.04 ---doing pulse for AISpireShieldSphereGuardPostII StrengthBudget += 1.62 = 1.58 AIBuyShipsFromList StrengthBudget = 1.58 bought 1 ParasiteII for 4 total count bought: 1, total strength spent: 4, remaining = -2.42 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -0.8 AIBuyShipsFromList StrengthBudget = -0.8 total count bought: 0, total strength spent: 0, remaining = -0.8 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.82 AIBuyShipsFromList StrengthBudget = 0.82 bought 1 InfiltratorII for 0.71 bought 1 BomberII for 2 total count bought: 2, total strength spent: 2.71, remaining = -1.89 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -0.27 AIBuyShipsFromList StrengthBudget = -0.27 total count bought: 0, total strength spent: 0, remaining = -0.27 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 1.35 AIBuyShipsFromList StrengthBudget = 1.35 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -0.65 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.97 AIBuyShipsFromList StrengthBudget = 0.97 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -1.03 SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.03 ******calling SendReinforcementsToPlanet on planet 44 (Shugen), StrengthBudget = -1.03 Reinforcement focus types: Tank,Fighter,Fighter Number of this player's units on this planet = 156 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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 = 4 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 28.5 reinforcementStrength *= (tech level multiplier) = 17.1 reinforcementStrength *= 0.14 = 2.39 reinforcementStrength must be at most 35; = 2.39 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.39 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 = 0.97 --- AIBuyShipsFromList StrengthBudget = 0.97 bought 1 ParasiteIV for 4 total count bought: 1, total strength spent: 4, remaining = -3.03 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.6 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.6 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.08 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.24 = 0.2 AIBuyShipsFromList StrengthBudget = 0.2 bought 1 Parasite for 4 total count bought: 1, total strength spent: 4, remaining = -3.8 ---doing pulse for AICommandStationShieldGuardPostIV StrengthBudget += 1.08 = -2.72 AIBuyShipsFromList StrengthBudget = -2.72 total count bought: 0, total strength spent: 0, remaining = -2.72 ---doing pulse for AIMissileGuardPostIV StrengthBudget += 1.08 = -1.64 AIBuyShipsFromList StrengthBudget = -1.64 total count bought: 0, total strength spent: 0, remaining = -1.64 ---doing pulse for AIShortRangeGuardPostIV StrengthBudget += 1.08 = -0.56 AIBuyShipsFromList StrengthBudget = -0.56 total count bought: 0, total strength spent: 0, remaining = -0.56 ---doing pulse for AIMissileGuardPostIV StrengthBudget += 1.08 = 0.52 AIBuyShipsFromList StrengthBudget = 0.52 bought 1 SpaceTankIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.48 ---doing pulse for AIStealthGuardPostIV StrengthBudget += 1.08 = -0.4 AIBuyShipsFromList StrengthBudget = -0.4 total count bought: 0, total strength spent: 0, remaining = -0.4 ---doing pulse for AIShortRangeGuardPostIV StrengthBudget += 1.08 = 0.68 AIBuyShipsFromList StrengthBudget = 0.68 bought 1 SpaceTankIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.32 ---doing pulse for AIMissileGuardPostIV StrengthBudget += 1.08 = -0.25 AIBuyShipsFromList StrengthBudget = -0.25 total count bought: 0, total strength spent: 0, remaining = -0.25 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = 0.83 AIBuyShipsFromList StrengthBudget = 0.83 bought 1 FighterIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.17 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = -0.09 AIBuyShipsFromList StrengthBudget = -0.09 total count bought: 0, total strength spent: 0, remaining = -0.09 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = 0.99 AIBuyShipsFromList StrengthBudget = 0.99 bought 1 SpaceTankIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.01 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = 0.07 AIBuyShipsFromList StrengthBudget = 0.07 bought 1 SpaceTankIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.93 ---doing pulse for AIGuardianSpecialForcesRallyIV StrengthBudget += 3.24 = 1.31 AIBuyShipsFromList StrengthBudget = 1.31 bought 1 Bomber for 2 total count bought: 1, total strength spent: 2, remaining = -0.69 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianEMPIV to guard WormholeCommandPost SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.69 ******calling SendReinforcementsToPlanet on planet 51 (Chuanship), StrengthBudget = -0.69 Reinforcement focus types: Bulletproof,Fighter,Munitions Number of this player's units on this planet = 5 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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 = 3 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 34.5 reinforcementStrength *= (tech level multiplier) = 24.15 reinforcementStrength *= 0.14 = 3.38 reinforcementStrength must be at most 35; = 3.38 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.38 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.01 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 3, adding that to strength... StrengthBudget += 3 = 2.31 --- AIBuyShipsFromList StrengthBudget = 2.31 bought 1 MineLayer for 1 bought 1 FighterIII for 2 total count bought: 2, total strength spent: 3, remaining = -0.69 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.78 = 3.08 AIBuyShipsFromList StrengthBudget = 3.08 bought 1 Parasite for 4 total count bought: 1, total strength spent: 4, remaining = -0.92 ---doing pulse for AICommandStationShieldGuardPostIII StrengthBudget += 1.26 = 0.34 AIBuyShipsFromList StrengthBudget = 0.34 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.66 ---doing pulse for AIPassiveGuardPostIII StrengthBudget += 1.26 = -0.4 AIBuyShipsFromList StrengthBudget = -0.4 total count bought: 0, total strength spent: 0, remaining = -0.4 ---doing pulse for AIPassiveGuardPostIII StrengthBudget += 1.26 = 0.86 AIBuyShipsFromList StrengthBudget = 0.86 bought 1 InfiltratorIII for 0.71 bought 1 SpaceTankIII for 2 total count bought: 2, total strength spent: 2.71, remaining = -1.85 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = -0.59 AIBuyShipsFromList StrengthBudget = -0.59 total count bought: 0, total strength spent: 0, remaining = -0.59 ---doing pulse for AIPassiveGuardPostIII StrengthBudget += 1.26 = 0.67 AIBuyShipsFromList StrengthBudget = 0.67 bought 1 InfiltratorIII for 0.71 total count bought: 1, total strength spent: 0.71, remaining = -0.03 ---doing pulse for AICommandStationShieldGuardPostIII StrengthBudget += 1.26 = 1.22 AIBuyShipsFromList StrengthBudget = 1.22 bought 1 ArmorShipIII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -0.96 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = 0.3 AIBuyShipsFromList StrengthBudget = 0.3 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.7 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -0.44 AIBuyShipsFromList StrengthBudget = -0.44 total count bought: 0, total strength spent: 0, remaining = -0.44 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.82 AIBuyShipsFromList StrengthBudget = 0.82 bought 1 SpaceTankIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.18 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.08 AIBuyShipsFromList StrengthBudget = 0.08 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.92 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -0.66 AIBuyShipsFromList StrengthBudget = -0.66 total count bought: 0, total strength spent: 0, remaining = -0.66 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.6 AIBuyShipsFromList StrengthBudget = 0.6 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.4 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet not owned by this player SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.4 totals for planet 68 (Wocave); count: 29, strength: 55.59 totals for planet 44 (Shugen); count: 8, strength: 20 totals for planet 51 (Chuanship); count: 12, strength: 22.59 totals for EngineerDrone; count: 2, strength: 2 totals for MineLayer; count: 3, strength: 3 totals for FighterII; count: 5, strength: 10 totals for MissileShip; count: 1, strength: 2 totals for SpaceTank; count: 1, strength: 2 totals for SpaceTankII; count: 12, strength: 24 totals for InfiltratorII; count: 2, strength: 1.41 totals for Parasite; count: 3, strength: 12 totals for ArmorShip; count: 1, strength: 2.18 totals for ParasiteII; count: 1, strength: 4 totals for BomberII; count: 1, strength: 2 totals for ParasiteIV; count: 1, strength: 4 totals for SpaceTankIV; count: 4, strength: 8 totals for FighterIV; count: 1, strength: 2 totals for Bomber; count: 1, strength: 2 totals for FighterIII; count: 5, strength: 10 totals for InfiltratorIII; count: 2, strength: 1.41 totals for SpaceTankIII; count: 2, strength: 4 totals for ArmorShipIII; count: 1, strength: 2.18 *grand totals; count: 49, strength: 98.19 9/12/2012 1:19:40 PM (5.079) 1:45:29 calling SendReinforcements PlayerNumber = 8 AIProgressionLevel = 200 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Wocave) (alerted) (outnumbered, +2000) reinforce priority = 2000 51 (Chuanship) (alerted) reinforce priority = 0 13 (Erje) (alerted) reinforce priority = 0 6 (Viltikal) (alerted) reinforce priority = 0 78 (Achkined) (alerted) reinforce priority = 0 79 (Ticdarkzup) (alerted) reinforce priority = 0 9 (Foshipock) (alerted) reinforce priority = 0 69 (Aevin) (alerted) reinforce priority = 0 11 (Durdic) (alerted) reinforce priority = 0 66 (Xijoyi) (alerted) reinforce priority = 0 44 (Shugen) (alerted) reinforce priority = 0 2 (Ictitio) (alerted) reinforce priority = 0 68 (Wocave) (alerted) (outnumbered, +2000) reinforce priority = 2000 (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.) 39 (Aeodes) (homeworld, +500) reinforce priority = 500 26 (Kiginse) (homeworld, +500) reinforce priority = 500 28 (Qugio) (core, +300) reinforce priority = 300 41 (Yunpanpo) (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 23 (Tchqu) (core, +300) reinforce priority = 300 (51 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 68 (Wocave), StrengthBudget = 0 Reinforcement focus types: Tank,Fighter,Armored Number of this player's units on this planet = 32 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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) = 17.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.5 reinforcementStrength *= (tech level multiplier) = 28.35 reinforcementStrength *= 0.14 = 3.97 reinforcementStrength must be at most 35; = 3.97 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.97 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.19 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 3, adding that to strength... StrengthBudget += 3 = 3 --- AIBuyShipsFromList StrengthBudget = 3 bought 1 EngineerDrone for 1 bought 1 MineLayer for 1 bought 1 FighterII for 2 total count bought: 3, total strength spent: 4, remaining = -1 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 4.86 = 3.86 AIBuyShipsFromList StrengthBudget = 3.86 bought 1 MissileShip for 2 bought 1 BulletproofFighter for 2.18 total count bought: 2, total strength spent: 4.18, remaining = -0.33 ---doing pulse for AIPassiveGuardPostII StrengthBudget += 1.62 = 1.29 AIBuyShipsFromList StrengthBudget = 1.29 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.71 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1.62 = 0.91 AIBuyShipsFromList StrengthBudget = 0.91 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -1.09 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1.62 = 0.53 AIBuyShipsFromList StrengthBudget = 0.53 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.47 ---doing pulse for AIShortRangeGuardPostII StrengthBudget += 1.62 = 0.15 AIBuyShipsFromList StrengthBudget = 0.15 bought 1 MunitionsBoosterII for 10.11 total count bought: 1, total strength spent: 10.11, remaining = -9.96 ---doing pulse for AIMLRSGuardPostII StrengthBudget += 1.62 = -8.34 AIBuyShipsFromList StrengthBudget = -8.34 total count bought: 0, total strength spent: 0, remaining = -8.34 ---doing pulse for AISpireShieldSphereGuardPostII StrengthBudget += 1.62 = -6.72 AIBuyShipsFromList StrengthBudget = -6.72 total count bought: 0, total strength spent: 0, remaining = -6.72 ---doing pulse for AISpireShieldSphereGuardPostII StrengthBudget += 1.62 = -5.1 AIBuyShipsFromList StrengthBudget = -5.1 total count bought: 0, total strength spent: 0, remaining = -5.1 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -3.48 AIBuyShipsFromList StrengthBudget = -3.48 total count bought: 0, total strength spent: 0, remaining = -3.48 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -1.86 AIBuyShipsFromList StrengthBudget = -1.86 total count bought: 0, total strength spent: 0, remaining = -1.86 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -0.24 AIBuyShipsFromList StrengthBudget = -0.24 total count bought: 0, total strength spent: 0, remaining = -0.24 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 1.37 AIBuyShipsFromList StrengthBudget = 1.37 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.63 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.99 AIBuyShipsFromList StrengthBudget = 0.99 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.01 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet not owned by this player SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -1.01 ******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 68 (Wocave), StrengthBudget = -1.01 Number of this player's units on this planet = 32 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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) = 16.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5 reinforcementStrength *= (tech level multiplier) = 27.45 reinforcementStrength *= 0.14 = 3.84 reinforcementStrength must be at most 35; = 3.84 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.84 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.15 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 3, adding that to strength... StrengthBudget += 3 = 1.99 --- AIBuyShipsFromList StrengthBudget = 1.99 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.01 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 4.86 = 4.85 AIBuyShipsFromList StrengthBudget = 4.85 bought 1 Fighter for 2 bought 1 Infiltrator for 0.71 bought 1 Bomber for 2 bought 1 MunitionsBooster for 10.11 total count bought: 4, total strength spent: 14.81, remaining = -9.96 ---doing pulse for AIPassiveGuardPostII StrengthBudget += 1.62 = -8.34 AIBuyShipsFromList StrengthBudget = -8.34 total count bought: 0, total strength spent: 0, remaining = -8.34 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1.62 = -6.72 AIBuyShipsFromList StrengthBudget = -6.72 total count bought: 0, total strength spent: 0, remaining = -6.72 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1.62 = -5.11 AIBuyShipsFromList StrengthBudget = -5.11 total count bought: 0, total strength spent: 0, remaining = -5.11 ---doing pulse for AIShortRangeGuardPostII StrengthBudget += 1.62 = -3.49 AIBuyShipsFromList StrengthBudget = -3.49 total count bought: 0, total strength spent: 0, remaining = -3.49 ---doing pulse for AIMLRSGuardPostII StrengthBudget += 1.62 = -1.87 AIBuyShipsFromList StrengthBudget = -1.87 total count bought: 0, total strength spent: 0, remaining = -1.87 ---doing pulse for AISpireShieldSphereGuardPostII StrengthBudget += 1.62 = -0.25 AIBuyShipsFromList StrengthBudget = -0.25 total count bought: 0, total strength spent: 0, remaining = -0.25 ---doing pulse for AISpireShieldSphereGuardPostII StrengthBudget += 1.62 = 1.37 AIBuyShipsFromList StrengthBudget = 1.37 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.63 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.99 AIBuyShipsFromList StrengthBudget = 0.99 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.01 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.61 AIBuyShipsFromList StrengthBudget = 0.61 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.39 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.22 AIBuyShipsFromList StrengthBudget = 0.22 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.78 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -0.16 AIBuyShipsFromList StrengthBudget = -0.16 total count bought: 0, total strength spent: 0, remaining = -0.16 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 1.46 AIBuyShipsFromList StrengthBudget = 1.46 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.54 SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -0.54 ******calling SendReinforcementsToPlanet on planet 51 (Chuanship), StrengthBudget = -0.54 Reinforcement focus types: Bulletproof,Fighter,Munitions Number of this player's units on this planet = 168 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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 = 3 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.5 reinforcementStrength *= (tech level multiplier) = 22.75 reinforcementStrength *= 0.14 = 3.18 reinforcementStrength must be at most 35; = 3.18 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.18 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 3, adding that to strength... StrengthBudget += 3 = 2.46 --- AIBuyShipsFromList StrengthBudget = 2.46 bought 1 EngineerDroneIII for 1 bought 1 MineLayer for 1 bought 1 BulletproofFighterIII for 2.18 total count bought: 3, total strength spent: 4.18, remaining = -1.72 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.78 = 2.06 AIBuyShipsFromList StrengthBudget = 2.06 bought 1 Bomber for 2 bought 1 Infiltrator for 0.71 total count bought: 2, total strength spent: 2.71, remaining = -0.65 ---doing pulse for AICommandStationShieldGuardPostIII StrengthBudget += 1.26 = 0.61 AIBuyShipsFromList StrengthBudget = 0.61 bought 1 MunitionsBoosterIII for 10.11 total count bought: 1, total strength spent: 10.11, remaining = -9.5 ---doing pulse for AIPassiveGuardPostIII StrengthBudget += 1.26 = -8.24 AIBuyShipsFromList StrengthBudget = -8.24 total count bought: 0, total strength spent: 0, remaining = -8.24 ---doing pulse for AIPassiveGuardPostIII StrengthBudget += 1.26 = -6.98 AIBuyShipsFromList StrengthBudget = -6.98 total count bought: 0, total strength spent: 0, remaining = -6.98 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = -5.72 AIBuyShipsFromList StrengthBudget = -5.72 total count bought: 0, total strength spent: 0, remaining = -5.72 ---doing pulse for AIPassiveGuardPostIII StrengthBudget += 1.26 = -4.46 AIBuyShipsFromList StrengthBudget = -4.46 total count bought: 0, total strength spent: 0, remaining = -4.46 ---doing pulse for AICommandStationShieldGuardPostIII StrengthBudget += 1.26 = -3.2 AIBuyShipsFromList StrengthBudget = -3.2 total count bought: 0, total strength spent: 0, remaining = -3.2 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = -1.94 AIBuyShipsFromList StrengthBudget = -1.94 total count bought: 0, total strength spent: 0, remaining = -1.94 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -0.68 AIBuyShipsFromList StrengthBudget = -0.68 total count bought: 0, total strength spent: 0, remaining = -0.68 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.57 AIBuyShipsFromList StrengthBudget = 0.57 bought 1 BulletproofFighterIII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -1.61 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -0.35 AIBuyShipsFromList StrengthBudget = -0.35 total count bought: 0, total strength spent: 0, remaining = -0.35 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.91 AIBuyShipsFromList StrengthBudget = 0.91 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.09 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.17 AIBuyShipsFromList StrengthBudget = 0.17 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.83 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianFlakIII to guard WormholeCommandPost SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -1.83 ******calling SendReinforcementsToPlanet on planet 13 (Erje), StrengthBudget = -1.83 Reinforcement focus types: Armored,Bomber,Bomber Number of this player's units on this planet = 13 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (2 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(5+1)) = 5 ***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) = 16.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5 reinforcementStrength *= (tech level multiplier) = 27.45 reinforcementStrength *= 0.14 = 3.84 reinforcementStrength must be at most 35; = 3.84 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 23.04 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 6.91 numberShips = Floor(reinforcementStrength) = 6 numberShips led to objectsToBuild.Count being 8, adding that to strength... StrengthBudget += 8 = 6.17 --- AIBuyShipsFromList StrengthBudget = 6.17 bought 3 BomberII for 6 bought 1 EngineerDrone for 1 total count bought: 4, total strength spent: 7, remaining = -0.83 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 4.86 = 4.03 AIBuyShipsFromList StrengthBudget = 4.03 bought 2 Infiltrator for 1.41 bought 1 Bomber for 2 bought 1 MunitionsBooster for 10.11 total count bought: 4, total strength spent: 13.52, remaining = -9.49 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -7.87 AIBuyShipsFromList StrengthBudget = -7.87 total count bought: 0, total strength spent: 0, remaining = -7.87 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -6.25 AIBuyShipsFromList StrengthBudget = -6.25 total count bought: 0, total strength spent: 0, remaining = -6.25 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -4.64 AIBuyShipsFromList StrengthBudget = -4.64 total count bought: 0, total strength spent: 0, remaining = -4.64 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -3.02 AIBuyShipsFromList StrengthBudget = -3.02 total count bought: 0, total strength spent: 0, remaining = -3.02 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet not owned by this player SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -3.02 totals for planet 68 (Wocave); count: 21, strength: 55.1 totals for planet 51 (Chuanship); count: 9, strength: 23.17 totals for planet 13 (Erje); count: 8, strength: 20.52 totals for EngineerDrone; count: 2, strength: 2 totals for MineLayer; count: 2, strength: 2 totals for FighterII; count: 11, strength: 22 totals for MissileShip; count: 1, strength: 2 totals for BulletproofFighter; count: 1, strength: 2.18 totals for BomberII; count: 4, strength: 8 totals for MunitionsBoosterII; count: 1, strength: 10.11 totals for Fighter; count: 1, strength: 2 totals for Infiltrator; count: 4, strength: 2.82 totals for Bomber; count: 3, strength: 6 totals for MunitionsBooster; count: 2, strength: 20.21 totals for EngineerDroneIII; count: 1, strength: 1 totals for BulletproofFighterIII; count: 2, strength: 4.36 totals for MunitionsBoosterIII; count: 1, strength: 10.11 totals for FighterIII; count: 2, strength: 4 *grand totals; count: 38, strength: 98.79 9/12/2012 1:26:34 PM (5.079) 1:49:41 calling SendReinforcements PlayerNumber = 9 AIProgressionLevel = 200 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Ilther) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Sopo) (alerted) reinforce priority = 0 13 (Erje) (alerted) reinforce priority = 0 2 (Ictitio) (alerted) reinforce priority = 0 74 (Banipbo) (alerted) reinforce priority = 0 66 (Xijoyi) (alerted) reinforce priority = 0 9 (Foshipock) (alerted) reinforce priority = 0 6 (Viltikal) (alerted) reinforce priority = 0 35 (Halauso) (alerted) reinforce priority = 0 77 (Orihagar) (alerted) reinforce priority = 0 44 (Shugen) (alerted) reinforce priority = 0 11 (Durdic) (alerted) reinforce priority = 0 36 (Vafonu) (alerted) reinforce priority = 0 37 (Ilther) (alerted) (outnumbered, +2000) reinforce priority = 2000 (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 40 (Rozingwep) (core, +300) reinforce priority = 300 41 (Yunpanpo) (core, +300) reinforce priority = 300 23 (Tchqu) (core, +300) reinforce priority = 300 22 (Darkas) (core, +300) reinforce priority = 300 46 (Ifihas) (core, +300) reinforce priority = 300 28 (Qugio) (core, +300) reinforce priority = 300 (50 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 37 (Ilther), StrengthBudget = 0 Reinforcement focus types: Tank,Bomber,Tank Number of this player's units on this planet = 89 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(11+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 = 3 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 28.5 reinforcementStrength *= (tech level multiplier) = 19.95 reinforcementStrength *= 0.14 = 2.79 reinforcementStrength must be at most 35; = 2.79 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.79 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 3, adding that to strength... StrengthBudget += 3 = 3 --- AIBuyShipsFromList StrengthBudget = 3 bought 1 EngineerDroneIII for 1 bought 1 MineLayer for 1 bought 1 BomberIII for 2 total count bought: 3, total strength spent: 4, remaining = -1 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.78 = 2.78 AIBuyShipsFromList StrengthBudget = 2.78 bought 1 ArmorShip for 2.18 bought 1 Infiltrator for 0.71 total count bought: 2, total strength spent: 2.89, remaining = -0.11 ---doing pulse for AIWarpCounterattackGuardPostIII StrengthBudget += 1.26 = 1.15 AIBuyShipsFromList StrengthBudget = 1.15 bought 1 BomberIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.85 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 1.26 = 0.41 AIBuyShipsFromList StrengthBudget = 0.41 bought 1 SpaceTankIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.59 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = -0.33 AIBuyShipsFromList StrengthBudget = -0.33 total count bought: 0, total strength spent: 0, remaining = -0.33 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = 0.92 AIBuyShipsFromList StrengthBudget = 0.92 bought 1 FighterIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.08 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = 0.18 AIBuyShipsFromList StrengthBudget = 0.18 bought 1 BomberIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.82 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = -0.56 AIBuyShipsFromList StrengthBudget = -0.56 total count bought: 0, total strength spent: 0, remaining = -0.56 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 1.26 = 0.7 AIBuyShipsFromList StrengthBudget = 0.7 bought 1 SpaceTankIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.3 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -0.04 AIBuyShipsFromList StrengthBudget = -0.04 total count bought: 0, total strength spent: 0, remaining = -0.04 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 1.22 AIBuyShipsFromList StrengthBudget = 1.22 bought 1 SpaceTankIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.78 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.48 AIBuyShipsFromList StrengthBudget = 0.48 bought 1 BomberIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.52 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianArtilleryIII to guard AIShortRangeGuardPostIII SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -1.52 ******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 37 (Ilther), StrengthBudget = -1.52 Number of this player's units on this planet = 89 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(11+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 = 3 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.5 reinforcementStrength *= (tech level multiplier) = 22.75 reinforcementStrength *= 0.14 = 3.18 reinforcementStrength must be at most 35; = 3.18 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.18 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 3, adding that to strength... StrengthBudget += 3 = 1.48 --- AIBuyShipsFromList StrengthBudget = 1.48 bought 1 BomberIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.52 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.78 = 3.25 AIBuyShipsFromList StrengthBudget = 3.25 bought 1 SpaceTank for 2 bought 1 Infiltrator for 0.71 bought 1 Parasite for 4 total count bought: 3, total strength spent: 6.71, remaining = -3.45 ---doing pulse for AIWarpCounterattackGuardPostIII StrengthBudget += 1.26 = -2.19 AIBuyShipsFromList StrengthBudget = -2.19 total count bought: 0, total strength spent: 0, remaining = -2.19 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 1.26 = -0.94 AIBuyShipsFromList StrengthBudget = -0.94 total count bought: 0, total strength spent: 0, remaining = -0.94 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = 0.32 AIBuyShipsFromList StrengthBudget = 0.32 bought 1 SpaceTankIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.68 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = -0.42 AIBuyShipsFromList StrengthBudget = -0.42 total count bought: 0, total strength spent: 0, remaining = -0.42 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = 0.84 AIBuyShipsFromList StrengthBudget = 0.84 bought 1 BomberIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.16 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = 0.1 AIBuyShipsFromList StrengthBudget = 0.1 bought 1 SpaceTankIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.9 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 1.26 = -0.64 AIBuyShipsFromList StrengthBudget = -0.64 total count bought: 0, total strength spent: 0, remaining = -0.64 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.62 AIBuyShipsFromList StrengthBudget = 0.62 bought 1 SpaceTankIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.38 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -0.12 AIBuyShipsFromList StrengthBudget = -0.12 total count bought: 0, total strength spent: 0, remaining = -0.12 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 1.14 AIBuyShipsFromList StrengthBudget = 1.14 bought 1 SpaceTankIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.86 SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -0.86 ******calling SendReinforcementsToPlanet on planet 70 (Sopo), StrengthBudget = -0.86 Reinforcement focus types: Bomber,Fighter,Cruiser Number of this player's units on this planet = 82 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (6 * 100) (must be at least 200 and at most 700) = 600 Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2 ***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) = 18.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.5 reinforcementStrength *= (tech level multiplier) = 29.25 reinforcementStrength *= 0.14 = 4.09 reinforcementStrength must be at most 35; = 4.09 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 12.27 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 3.68 numberShips = Floor(reinforcementStrength) = 3 numberShips led to objectsToBuild.Count being 4, adding that to strength... StrengthBudget += 4 = 3.14 --- AIBuyShipsFromList StrengthBudget = 3.14 bought 1 BomberII for 2 bought 1 MissileShipII for 2 total count bought: 2, total strength spent: 4, remaining = -0.86 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for AIMissileGuardPostII StrengthBudget += 1.62 = 0.75 AIBuyShipsFromList StrengthBudget = 0.75 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -1.25 ---doing pulse for AIMLRSGuardPostII StrengthBudget += 1.62 = 0.37 AIBuyShipsFromList StrengthBudget = 0.37 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -1.63 ---doing pulse for AIMLRSGuardPostII StrengthBudget += 1.62 = -0.01 AIBuyShipsFromList StrengthBudget = -0.01 total count bought: 0, total strength spent: 0, remaining = -0.01 ---doing pulse for AICommandStationShieldGuardPostII StrengthBudget += 1.62 = 1.61 AIBuyShipsFromList StrengthBudget = 1.61 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.39 ---doing pulse for AIMLRSGuardPostII StrengthBudget += 1.62 = 1.23 AIBuyShipsFromList StrengthBudget = 1.23 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.77 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.85 AIBuyShipsFromList StrengthBudget = 0.85 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -1.15 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.47 AIBuyShipsFromList StrengthBudget = 0.47 bought 1 MissileShipII for 2 total count bought: 1, total strength spent: 2, remaining = -1.53 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.08 AIBuyShipsFromList StrengthBudget = 0.08 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -1.92 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no guardable objects that haven't had an AI command this cycle and fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -1.92 ******calling SendReinforcementsToPlanet on planet 13 (Erje), StrengthBudget = -1.92 Reinforcement focus types: Armored,Bomber,Bomber Number of this player's units on this planet = 49 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (2 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(5+1)) = 5 ***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)) = 35.5 reinforcementStrength *= (tech level multiplier) = 31.95 reinforcementStrength *= 0.14 = 4.47 reinforcementStrength must be at most 35; = 4.47 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 26.81 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 8.04 numberShips = Floor(reinforcementStrength) = 8 numberShips led to objectsToBuild.Count being 10, adding that to strength... StrengthBudget += 10 = 8.08 --- AIBuyShipsFromList StrengthBudget = 8.08 bought 3 BomberII for 6 bought 1 MineLayer for 1 bought 1 MissileShipII for 2 total count bought: 5, total strength spent: 9, remaining = -0.92 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 4.86 = 3.94 AIBuyShipsFromList StrengthBudget = 3.94 bought 1 SpaceTank for 2 bought 1 Bomber for 2 total count bought: 2, total strength spent: 4, remaining = -0.06 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 1.56 AIBuyShipsFromList StrengthBudget = 1.56 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -0.44 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 1.18 AIBuyShipsFromList StrengthBudget = 1.18 bought 1 ArmorShipII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -1 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.61 AIBuyShipsFromList StrengthBudget = 0.61 bought 1 BomberII for 2 total count bought: 1, total strength spent: 2, remaining = -1.39 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.23 AIBuyShipsFromList StrengthBudget = 0.23 bought 1 ArmorShipII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -1.95 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianVampireII to guard WormholeCommandPost SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.95 totals for planet 37 (Ilther); count: 21, strength: 39.59 totals for planet 70 (Sopo); count: 9, strength: 18 totals for planet 13 (Erje); count: 11, strength: 21.36 totals for EngineerDroneIII; count: 1, strength: 1 totals for MineLayer; count: 2, strength: 2 totals for BomberIII; count: 6, strength: 12 totals for ArmorShip; count: 1, strength: 2.18 totals for Infiltrator; count: 2, strength: 1.41 totals for SpaceTankIII; count: 7, strength: 14 totals for FighterIII; count: 1, strength: 2 totals for SpaceTank; count: 2, strength: 4 totals for Parasite; count: 1, strength: 4 totals for BomberII; count: 12, strength: 24 totals for MissileShipII; count: 3, strength: 6 totals for Bomber; count: 1, strength: 2 totals for ArmorShipII; count: 2, strength: 4.36 *grand totals; count: 41, strength: 78.96 9/12/2012 1:26:35 PM (5.079) 1:49:42 calling SendReinforcements PlayerNumber = 8 AIProgressionLevel = 200 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Ilther) (alerted) (outnumbered, +2000) reinforce priority = 2000 36 (Vafonu) (alerted) reinforce priority = 0 44 (Shugen) (alerted) reinforce priority = 0 11 (Durdic) (alerted) reinforce priority = 0 9 (Foshipock) (alerted) reinforce priority = 0 13 (Erje) (alerted) reinforce priority = 0 66 (Xijoyi) (alerted) reinforce priority = 0 2 (Ictitio) (alerted) reinforce priority = 0 70 (Sopo) (alerted) reinforce priority = 0 35 (Halauso) (alerted) reinforce priority = 0 74 (Banipbo) (alerted) reinforce priority = 0 77 (Orihagar) (alerted) reinforce priority = 0 6 (Viltikal) (alerted) reinforce priority = 0 37 (Ilther) (alerted) (outnumbered, +2000) reinforce priority = 2000 (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.) 39 (Aeodes) (homeworld, +500) reinforce priority = 500 26 (Kiginse) (homeworld, +500) reinforce priority = 500 22 (Darkas) (core, +300) reinforce priority = 300 23 (Tchqu) (core, +300) reinforce priority = 300 46 (Ifihas) (core, +300) reinforce priority = 300 41 (Yunpanpo) (core, +300) reinforce priority = 300 28 (Qugio) (core, +300) reinforce priority = 300 40 (Rozingwep) (core, +300) reinforce priority = 300 (50 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 37 (Ilther), StrengthBudget = 0 Reinforcement focus types: Tank,Bomber,Tank Number of this player's units on this planet = 3 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(11+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 = 3 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5 reinforcementStrength *= (tech level multiplier) = 21.35 reinforcementStrength *= 0.14 = 2.99 reinforcementStrength must be at most 35; = 2.99 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.99 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 = 2 --- AIBuyShipsFromList StrengthBudget = 2 bought 1 MineLayer for 1 bought 1 BulletproofFighterIII for 2.18 total count bought: 2, total strength spent: 3.18, remaining = -1.18 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.78 = 2.59 AIBuyShipsFromList StrengthBudget = 2.59 bought 1 Raider for 0.98 bought 1 MunitionsBooster for 10.11 total count bought: 2, total strength spent: 11.08, remaining = -8.49 ---doing pulse for AIWarpCounterattackGuardPostIII StrengthBudget += 1.26 = -7.23 AIBuyShipsFromList StrengthBudget = -7.23 total count bought: 0, total strength spent: 0, remaining = -7.23 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 1.26 = -5.97 AIBuyShipsFromList StrengthBudget = -5.97 total count bought: 0, total strength spent: 0, remaining = -5.97 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = -4.71 AIBuyShipsFromList StrengthBudget = -4.71 total count bought: 0, total strength spent: 0, remaining = -4.71 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = -3.45 AIBuyShipsFromList StrengthBudget = -3.45 total count bought: 0, total strength spent: 0, remaining = -3.45 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = -2.2 AIBuyShipsFromList StrengthBudget = -2.2 total count bought: 0, total strength spent: 0, remaining = -2.2 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = -0.94 AIBuyShipsFromList StrengthBudget = -0.94 total count bought: 0, total strength spent: 0, remaining = -0.94 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 1.26 = 0.32 AIBuyShipsFromList StrengthBudget = 0.32 bought 1 BomberIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.68 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -0.42 AIBuyShipsFromList StrengthBudget = -0.42 total count bought: 0, total strength spent: 0, remaining = -0.42 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.84 AIBuyShipsFromList StrengthBudget = 0.84 bought 1 BomberIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.16 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.1 AIBuyShipsFromList StrengthBudget = 0.1 bought 1 BomberIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.9 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet not owned by this player SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -1.9 ******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 37 (Ilther), StrengthBudget = -1.9 Number of this player's units on this planet = 3 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(11+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 = 3 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5 reinforcementStrength *= (tech level multiplier) = 21.35 reinforcementStrength *= 0.14 = 2.99 reinforcementStrength must be at most 35; = 2.99 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.99 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 = 0.1 --- AIBuyShipsFromList StrengthBudget = 0.1 bought 1 BomberIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.9 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.78 = 1.87 AIBuyShipsFromList StrengthBudget = 1.87 bought 1 Bomber for 2 total count bought: 1, total strength spent: 2, remaining = -0.13 ---doing pulse for AIWarpCounterattackGuardPostIII StrengthBudget += 1.26 = 1.13 AIBuyShipsFromList StrengthBudget = 1.13 bought 1 BomberIII for 2 total count bought: 1, total strength spent: 2, remaining = -0.87 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 1.26 = 0.39 AIBuyShipsFromList StrengthBudget = 0.39 bought 1 BomberIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.61 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = -0.35 AIBuyShipsFromList StrengthBudget = -0.35 total count bought: 0, total strength spent: 0, remaining = -0.35 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = 0.91 AIBuyShipsFromList StrengthBudget = 0.91 bought 1 BomberIII for 2 total count bought: 1, total strength spent: 2, remaining = -1.09 ---doing pulse for AIMissileGuardPostIII StrengthBudget += 1.26 = 0.17 AIBuyShipsFromList StrengthBudget = 0.17 bought 1 MunitionsBoosterIII for 10.11 total count bought: 1, total strength spent: 10.11, remaining = -9.94 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = -8.68 AIBuyShipsFromList StrengthBudget = -8.68 total count bought: 0, total strength spent: 0, remaining = -8.68 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 1.26 = -7.42 AIBuyShipsFromList StrengthBudget = -7.42 total count bought: 0, total strength spent: 0, remaining = -7.42 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -6.16 AIBuyShipsFromList StrengthBudget = -6.16 total count bought: 0, total strength spent: 0, remaining = -6.16 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -4.9 AIBuyShipsFromList StrengthBudget = -4.9 total count bought: 0, total strength spent: 0, remaining = -4.9 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -3.64 AIBuyShipsFromList StrengthBudget = -3.64 total count bought: 0, total strength spent: 0, remaining = -3.64 SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -3.64 ******calling SendReinforcementsToPlanet on planet 36 (Vafonu), StrengthBudget = -3.64 Reinforcement focus types: Bulletproof,Munitions,Raider Number of this player's units on this planet = 153 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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 = 3 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5 reinforcementStrength *= (tech level multiplier) = 21.35 reinforcementStrength *= 0.14 = 2.99 reinforcementStrength must be at most 35; = 2.99 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.99 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 = -1.64 --- AIBuyShipsFromList StrengthBudget = -1.64 total count bought: 0, total strength spent: 0, remaining = -1.64 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26 ---doing pulse for AIMLRSGuardPostIII StrengthBudget += 1.26 = -0.38 AIBuyShipsFromList StrengthBudget = -0.38 total count bought: 0, total strength spent: 0, remaining = -0.38 ---doing pulse for AIPassiveGuardPostIII StrengthBudget += 1.26 = 0.87 AIBuyShipsFromList StrengthBudget = 0.87 bought 1 BulletproofFighterIII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -1.31 ---doing pulse for AIStealthGuardPostIII StrengthBudget += 1.26 = -0.05 AIBuyShipsFromList StrengthBudget = -0.05 total count bought: 0, total strength spent: 0, remaining = -0.05 ---doing pulse for AIWarpCounterattackGuardPostIII StrengthBudget += 1.26 = 1.21 AIBuyShipsFromList StrengthBudget = 1.21 bought 1 BulletproofFighterIII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -0.97 ---doing pulse for AIStealthGuardPostIII StrengthBudget += 1.26 = 0.29 AIBuyShipsFromList StrengthBudget = 0.29 bought 1 BulletproofFighterIII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -1.89 ---doing pulse for AIShortRangeGuardPostIII StrengthBudget += 1.26 = -0.64 AIBuyShipsFromList StrengthBudget = -0.64 total count bought: 0, total strength spent: 0, remaining = -0.64 ---doing pulse for AIStealthGuardPostIII StrengthBudget += 1.26 = 0.62 AIBuyShipsFromList StrengthBudget = 0.62 bought 1 BulletproofFighterIII for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -1.56 ---doing pulse for AIArachnidGuardPostIII StrengthBudget += 1.26 = -0.3 AIBuyShipsFromList StrengthBudget = -0.3 total count bought: 0, total strength spent: 0, remaining = -0.3 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = 0.96 AIBuyShipsFromList StrengthBudget = 0.96 bought 1 MunitionsBoosterIII for 10.11 total count bought: 1, total strength spent: 10.11, remaining = -9.15 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -7.89 AIBuyShipsFromList StrengthBudget = -7.89 total count bought: 0, total strength spent: 0, remaining = -7.89 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -6.63 AIBuyShipsFromList StrengthBudget = -6.63 total count bought: 0, total strength spent: 0, remaining = -6.63 ---doing pulse for WormholeCommandPost StrengthBudget += 1.26 = -5.37 AIBuyShipsFromList StrengthBudget = -5.37 total count bought: 0, total strength spent: 0, remaining = -5.37 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet has no guardable objects that haven't had an AI command this cycle and fewer than 1 guardians SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -5.37 ******calling SendReinforcementsToPlanet on planet 44 (Shugen), StrengthBudget = -5.37 Reinforcement focus types: Tank,Fighter,Fighter Number of this player's units on this planet = 14 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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 = 4 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.5 reinforcementStrength *= (tech level multiplier) = 17.7 reinforcementStrength *= 0.14 = 2.48 reinforcementStrength must be at most 35; = 2.48 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.48 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 = -3.37 --- AIBuyShipsFromList StrengthBudget = -3.37 total count bought: 0, total strength spent: 0, remaining = -3.37 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.6 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.6 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.08 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.24 = -0.13 AIBuyShipsFromList StrengthBudget = -0.13 total count bought: 0, total strength spent: 0, remaining = -0.13 ---doing pulse for AICommandStationShieldGuardPostIV StrengthBudget += 1.08 = 0.95 AIBuyShipsFromList StrengthBudget = 0.95 bought 1 FighterIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.05 ---doing pulse for AIMissileGuardPostIV StrengthBudget += 1.08 = 0.02 AIBuyShipsFromList StrengthBudget = 0.02 bought 1 FighterIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.98 ---doing pulse for AIShortRangeGuardPostIV StrengthBudget += 1.08 = -0.9 AIBuyShipsFromList StrengthBudget = -0.9 total count bought: 0, total strength spent: 0, remaining = -0.9 ---doing pulse for AIMissileGuardPostIV StrengthBudget += 1.08 = 0.18 AIBuyShipsFromList StrengthBudget = 0.18 bought 1 FighterIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.82 ---doing pulse for AIStealthGuardPostIV StrengthBudget += 1.08 = -0.74 AIBuyShipsFromList StrengthBudget = -0.74 total count bought: 0, total strength spent: 0, remaining = -0.74 ---doing pulse for AIShortRangeGuardPostIV StrengthBudget += 1.08 = 0.34 AIBuyShipsFromList StrengthBudget = 0.34 bought 1 FighterIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.66 ---doing pulse for AIMissileGuardPostIV StrengthBudget += 1.08 = -0.58 AIBuyShipsFromList StrengthBudget = -0.58 total count bought: 0, total strength spent: 0, remaining = -0.58 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = 0.5 AIBuyShipsFromList StrengthBudget = 0.5 bought 1 FighterIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.5 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = -0.42 AIBuyShipsFromList StrengthBudget = -0.42 total count bought: 0, total strength spent: 0, remaining = -0.42 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = 0.66 AIBuyShipsFromList StrengthBudget = 0.66 bought 1 FighterIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.34 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = -0.27 AIBuyShipsFromList StrengthBudget = -0.27 total count bought: 0, total strength spent: 0, remaining = -0.27 ---doing pulse for AIGuardianSpecialForcesRallyIV StrengthBudget += 3.24 = 2.97 AIBuyShipsFromList StrengthBudget = 2.97 bought 1 BulletproofFighter for 2.18 bought 1 Fighter for 2 total count bought: 2, total strength spent: 4.18, remaining = -1.21 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet not owned by this player SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.21 totals for planet 37 (Ilther); count: 13, strength: 40.37 totals for planet 36 (Vafonu); count: 5, strength: 18.83 totals for planet 44 (Shugen); count: 8, strength: 16.18 totals for MineLayer; count: 1, strength: 1 totals for BulletproofFighterIII; count: 5, strength: 10.91 totals for Raider; count: 1, strength: 0.98 totals for MunitionsBooster; count: 1, strength: 10.11 totals for BomberIII; count: 7, strength: 14 totals for Bomber; count: 1, strength: 2 totals for MunitionsBoosterIII; count: 2, strength: 20.21 totals for FighterIV; count: 6, strength: 12 totals for BulletproofFighter; count: 1, strength: 2.18 totals for Fighter; count: 1, strength: 2 *grand totals; count: 26, strength: 75.39 9/12/2012 1:39:39 PM (5.079) 1:53:54 calling SendReinforcements PlayerNumber = 9 AIProgressionLevel = 200 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Arkburn) (alerted) (outnumbered, +2000) reinforce priority = 2000 9 (Foshipock) (alerted) (outnumbered, +2000) reinforce priority = 2000 36 (Vafonu) (alerted) reinforce priority = 0 11 (Durdic) (alerted) reinforce priority = 0 33 (Cenachbi) (alerted) reinforce priority = 0 45 (Kixuchar) (alerted) reinforce priority = 0 2 (Ictitio) (alerted) reinforce priority = 0 66 (Xijoyi) (alerted) reinforce priority = 0 13 (Erje) (alerted) reinforce priority = 0 6 (Viltikal) (alerted) reinforce priority = 0 (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.) 4 (Sico) (outnumbered, +2000) reinforce priority = 2000 39 (Aeodes) (homeworld, +500) reinforce priority = 500 26 (Kiginse) (homeworld, +500) reinforce priority = 500 46 (Ifihas) (core, +300) reinforce priority = 300 28 (Qugio) (core, +300) reinforce priority = 300 41 (Yunpanpo) (core, +300) reinforce priority = 300 23 (Tchqu) (core, +300) reinforce priority = 300 22 (Darkas) (core, +300) reinforce priority = 300 40 (Rozingwep) (core, +300) reinforce priority = 300 (52 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 47 (Arkburn), StrengthBudget = 0 Reinforcement focus types: Bomber,Bulletproof,Bomber Number of this player's units on this planet = 0 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (11 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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 = 4 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.5 reinforcementStrength *= (tech level multiplier) = 20.09 reinforcementStrength *= 0.14 = 2.81 reinforcementStrength must be at most 35; = 2.81 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.81 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 = 2 --- AIBuyShipsFromList StrengthBudget = 2 bought 1 MineLayer for 1 bought 1 BomberIV for 2 total count bought: 2, total strength spent: 3, remaining = -1 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.6 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.6 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.08 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.24 = 2.24 AIBuyShipsFromList StrengthBudget = 2.24 bought 1 Fighter for 2 bought 1 Parasite for 4 total count bought: 2, total strength spent: 6, remaining = -3.76 ---doing pulse for AIShortRangeGuardPostIV StrengthBudget += 1.08 = -2.68 AIBuyShipsFromList StrengthBudget = -2.68 total count bought: 0, total strength spent: 0, remaining = -2.68 ---doing pulse for AIShortRangeGuardPostIV StrengthBudget += 1.08 = -1.61 AIBuyShipsFromList StrengthBudget = -1.61 total count bought: 0, total strength spent: 0, remaining = -1.61 ---doing pulse for AIMLRSGuardPostIV StrengthBudget += 1.08 = -0.53 AIBuyShipsFromList StrengthBudget = -0.53 total count bought: 0, total strength spent: 0, remaining = -0.53 ---doing pulse for AICommandStationShieldGuardPostIV StrengthBudget += 1.08 = 0.55 AIBuyShipsFromList StrengthBudget = 0.55 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.45 ---doing pulse for AIMLRSGuardPostIV StrengthBudget += 1.08 = -0.37 AIBuyShipsFromList StrengthBudget = -0.37 total count bought: 0, total strength spent: 0, remaining = -0.37 ---doing pulse for AICommandStationShieldGuardPostIV StrengthBudget += 1.08 = 0.71 AIBuyShipsFromList StrengthBudget = 0.71 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.29 ---doing pulse for AIPassiveGuardPostIV StrengthBudget += 1.08 = -0.21 AIBuyShipsFromList StrengthBudget = -0.21 total count bought: 0, total strength spent: 0, remaining = -0.21 ---doing pulse for AIMissileGuardPostIV StrengthBudget += 1.08 = 0.87 AIBuyShipsFromList StrengthBudget = 0.87 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.13 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = -0.05 AIBuyShipsFromList StrengthBudget = -0.05 total count bought: 0, total strength spent: 0, remaining = -0.05 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = 1.03 AIBuyShipsFromList StrengthBudget = 1.03 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -0.97 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = 0.1 AIBuyShipsFromList StrengthBudget = 0.1 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.9 ---doing pulse for SpecialForcesCommandPostNoAIP StrengthBudget += 3.24 = 1.34 AIBuyShipsFromList StrengthBudget = 1.34 bought 1 MissileShip for 2 total count bought: 1, total strength spent: 2, remaining = -0.66 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet not owned by this player SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.66 ******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 47 (Arkburn), StrengthBudget = -0.66 Number of this player's units on this planet = 0 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (11 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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 = 4 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 34.5 reinforcementStrength *= (tech level multiplier) = 20.69 reinforcementStrength *= 0.14 = 2.89 reinforcementStrength must be at most 35; = 2.89 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.89 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 = 1.34 --- AIBuyShipsFromList StrengthBudget = 1.34 bought 1 MineLayer for 1 bought 1 BomberIV for 2 total count bought: 2, total strength spent: 3, remaining = -1.66 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.6 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.6 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.08 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.24 = 1.58 AIBuyShipsFromList StrengthBudget = 1.58 bought 1 Infiltrator for 0.71 bought 1 Bomber for 2 total count bought: 2, total strength spent: 2.71, remaining = -1.13 ---doing pulse for AIShortRangeGuardPostIV StrengthBudget += 1.08 = -0.05 AIBuyShipsFromList StrengthBudget = -0.05 total count bought: 0, total strength spent: 0, remaining = -0.05 ---doing pulse for AIShortRangeGuardPostIV StrengthBudget += 1.08 = 1.03 AIBuyShipsFromList StrengthBudget = 1.03 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -0.97 ---doing pulse for AIMLRSGuardPostIV StrengthBudget += 1.08 = 0.11 AIBuyShipsFromList StrengthBudget = 0.11 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.89 ---doing pulse for AICommandStationShieldGuardPostIV StrengthBudget += 1.08 = -0.81 AIBuyShipsFromList StrengthBudget = -0.81 total count bought: 0, total strength spent: 0, remaining = -0.81 ---doing pulse for AIMLRSGuardPostIV StrengthBudget += 1.08 = 0.27 AIBuyShipsFromList StrengthBudget = 0.27 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.73 ---doing pulse for AICommandStationShieldGuardPostIV StrengthBudget += 1.08 = -0.66 AIBuyShipsFromList StrengthBudget = -0.66 total count bought: 0, total strength spent: 0, remaining = -0.66 ---doing pulse for AIPassiveGuardPostIV StrengthBudget += 1.08 = 0.42 AIBuyShipsFromList StrengthBudget = 0.42 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.58 ---doing pulse for AIMissileGuardPostIV StrengthBudget += 1.08 = -0.5 AIBuyShipsFromList StrengthBudget = -0.5 total count bought: 0, total strength spent: 0, remaining = -0.5 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = 0.58 AIBuyShipsFromList StrengthBudget = 0.58 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.42 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = -0.34 AIBuyShipsFromList StrengthBudget = -0.34 total count bought: 0, total strength spent: 0, remaining = -0.34 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = 0.74 AIBuyShipsFromList StrengthBudget = 0.74 bought 1 InfiltratorIV for 0.71 bought 1 SpaceTankIV for 2 total count bought: 2, total strength spent: 2.71, remaining = -1.97 ---doing pulse for SpecialForcesCommandPostNoAIP StrengthBudget += 3.24 = 1.27 AIBuyShipsFromList StrengthBudget = 1.27 bought 1 ArmorShip for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -0.91 SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -0.91 ******calling SendReinforcementsToPlanet on planet 9 (Foshipock), StrengthBudget = -0.91 Reinforcement focus types: Fighter,Tank,Fighter Number of this player's units on this planet = 12 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) = 20; (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) = 17.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.5 reinforcementStrength *= (tech level multiplier) = 28.35 reinforcementStrength *= 0.14 = 3.97 reinforcementStrength must be at most 35; = 3.97 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 27.76 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 8.32 numberShips = Floor(reinforcementStrength) = 8 numberShips led to objectsToBuild.Count being 9, adding that to strength... StrengthBudget += 9 = 8.09 --- AIBuyShipsFromList StrengthBudget = 8.09 bought 1 InfiltratorII for 0.71 bought 4 BomberII for 8 total count bought: 5, total strength spent: 8.71, remaining = -0.62 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 1 AIBuyShipsFromList StrengthBudget = 1 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.62 AIBuyShipsFromList StrengthBudget = 0.62 bought 1 SpaceTankII for 2 total count bought: 1, total strength spent: 2, remaining = -1.38 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.24 AIBuyShipsFromList StrengthBudget = 0.24 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.76 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -0.14 AIBuyShipsFromList StrengthBudget = -0.14 total count bought: 0, total strength spent: 0, remaining = -0.14 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianSpireImplosionII to guard WormholeCommandPost SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.14 ******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 9 (Foshipock), StrengthBudget = -0.14 Number of this player's units on this planet = 12 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) = 20; (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) = 16.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5 reinforcementStrength *= (tech level multiplier) = 27.45 reinforcementStrength *= 0.14 = 3.84 reinforcementStrength must be at most 35; = 3.84 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 26.88 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 8.06 numberShips = Floor(reinforcementStrength) = 8 numberShips led to objectsToBuild.Count being 9, adding that to strength... StrengthBudget += 9 = 8.86 --- AIBuyShipsFromList StrengthBudget = 8.86 bought 1 EngineerDrone for 1 bought 4 FighterII for 8 total count bought: 5, total strength spent: 9, remaining = -0.14 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 1.48 AIBuyShipsFromList StrengthBudget = 1.48 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.52 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 1.09 AIBuyShipsFromList StrengthBudget = 1.09 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.91 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.71 AIBuyShipsFromList StrengthBudget = 0.71 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.29 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.33 AIBuyShipsFromList StrengthBudget = 0.33 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.67 SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.67 totals for planet 47 (Arkburn); count: 22, strength: 41.59 totals for planet 9 (Foshipock); count: 17, strength: 31.71 totals for MineLayer; count: 2, strength: 2 totals for BomberIV; count: 12, strength: 24 totals for Fighter; count: 1, strength: 2 totals for Parasite; count: 1, strength: 4 totals for MissileShip; count: 1, strength: 2 totals for Infiltrator; count: 1, strength: 0.71 totals for Bomber; count: 1, strength: 2 totals for InfiltratorIV; count: 1, strength: 0.71 totals for SpaceTankIV; count: 1, strength: 2 totals for ArmorShip; count: 1, strength: 2.18 totals for InfiltratorII; count: 1, strength: 0.71 totals for BomberII; count: 4, strength: 8 totals for FighterII; count: 10, strength: 20 totals for SpaceTankII; count: 1, strength: 2 totals for EngineerDrone; count: 1, strength: 1 *grand totals; count: 39, strength: 73.3 9/12/2012 1:39:44 PM (5.079) 1:53:55 calling SendReinforcements PlayerNumber = 8 AIProgressionLevel = 200 AITechLevel = 1 NumberOfReinforcements = 4 Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 9 (Foshipock) (alerted) (outnumbered, +2000) reinforce priority = 2000 47 (Arkburn) (alerted) (outnumbered, +2000) reinforce priority = 2000 45 (Kixuchar) (alerted) reinforce priority = 0 11 (Durdic) (alerted) reinforce priority = 0 36 (Vafonu) (alerted) reinforce priority = 0 13 (Erje) (alerted) reinforce priority = 0 6 (Viltikal) (alerted) reinforce priority = 0 33 (Cenachbi) (alerted) reinforce priority = 0 66 (Xijoyi) (alerted) reinforce priority = 0 2 (Ictitio) (alerted) reinforce priority = 0 47 (Arkburn) (alerted) (outnumbered, +2000) reinforce priority = 2000 9 (Foshipock) (alerted) (outnumbered, +2000) reinforce priority = 2000 (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.) 4 (Sico) (outnumbered, +2000) reinforce priority = 2000 26 (Kiginse) (homeworld, +500) reinforce priority = 500 39 (Aeodes) (homeworld, +500) reinforce priority = 500 40 (Rozingwep) (core, +300) reinforce priority = 300 46 (Ifihas) (core, +300) reinforce priority = 300 41 (Yunpanpo) (core, +300) reinforce priority = 300 28 (Qugio) (core, +300) reinforce priority = 300 22 (Darkas) (core, +300) reinforce priority = 300 23 (Tchqu) (core, +300) reinforce priority = 300 (52 more reinforceable planets that are not alerted and have reinforcement priority = 0 ******calling SendReinforcementsToPlanet on planet 9 (Foshipock), StrengthBudget = 0 Reinforcement focus types: Fighter,Tank,Fighter Number of this player's units on this planet = 23 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) = 20; (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) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.5 reinforcementStrength *= (tech level multiplier) = 30.15 reinforcementStrength *= 0.14 = 4.22 reinforcementStrength must be at most 35; = 4.22 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 29.52 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 8.85 numberShips = Floor(reinforcementStrength) = 8 numberShips led to objectsToBuild.Count being 9, adding that to strength... StrengthBudget += 9 = 9 --- AIBuyShipsFromList StrengthBudget = 9 bought 5 FighterII for 10 total count bought: 5, total strength spent: 10, remaining = -1 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.62 AIBuyShipsFromList StrengthBudget = 0.62 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.38 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.24 AIBuyShipsFromList StrengthBudget = 0.24 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.76 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -0.14 AIBuyShipsFromList StrengthBudget = -0.14 total count bought: 0, total strength spent: 0, remaining = -0.14 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 1.47 AIBuyShipsFromList StrengthBudget = 1.47 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.53 ***checking for additional (no-strength-cost) guardian spawn not buying guardian due to planet not owned by this player SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.53 ******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 9 (Foshipock), StrengthBudget = -0.53 Number of this player's units on this planet = 23 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) = 20; (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) = 18.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.5 reinforcementStrength *= (tech level multiplier) = 29.25 reinforcementStrength *= 0.14 = 4.09 reinforcementStrength must be at most 35; = 4.09 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 28.64 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 8.59 numberShips = Floor(reinforcementStrength) = 8 numberShips led to objectsToBuild.Count being 9, adding that to strength... StrengthBudget += 9 = 8.47 --- AIBuyShipsFromList StrengthBudget = 8.47 bought 5 FighterII for 10 total count bought: 5, total strength spent: 10, remaining = -1.53 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.09 AIBuyShipsFromList StrengthBudget = 0.09 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.91 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = -0.29 AIBuyShipsFromList StrengthBudget = -0.29 total count bought: 0, total strength spent: 0, remaining = -0.29 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 1.33 AIBuyShipsFromList StrengthBudget = 1.33 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -0.67 ---doing pulse for WormholeCommandPost StrengthBudget += 1.62 = 0.95 AIBuyShipsFromList StrengthBudget = 0.95 bought 1 FighterII for 2 total count bought: 1, total strength spent: 2, remaining = -1.05 SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.05 ******calling SendReinforcementsToPlanet on planet 47 (Arkburn), StrengthBudget = -1.05 Reinforcement focus types: Bomber,Bulletproof,Bomber Number of this player's units on this planet = 206 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (11 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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 = 4 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.5 reinforcementStrength *= (tech level multiplier) = 19.49 reinforcementStrength *= 0.14 = 2.73 reinforcementStrength must be at most 35; = 2.73 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.73 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 1, adding that to strength... StrengthBudget += 1 = -0.05 --- AIBuyShipsFromList StrengthBudget = -0.05 total count bought: 0, total strength spent: 0, remaining = -0.05 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.6 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.6 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.08 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.24 = 3.19 AIBuyShipsFromList StrengthBudget = 3.19 bought 1 MunitionsBooster for 10.11 total count bought: 1, total strength spent: 10.11, remaining = -6.92 ---doing pulse for AIShortRangeGuardPostIV StrengthBudget += 1.08 = -5.84 AIBuyShipsFromList StrengthBudget = -5.84 total count bought: 0, total strength spent: 0, remaining = -5.84 ---doing pulse for AIShortRangeGuardPostIV StrengthBudget += 1.08 = -4.76 AIBuyShipsFromList StrengthBudget = -4.76 total count bought: 0, total strength spent: 0, remaining = -4.76 ---doing pulse for AIMLRSGuardPostIV StrengthBudget += 1.08 = -3.68 AIBuyShipsFromList StrengthBudget = -3.68 total count bought: 0, total strength spent: 0, remaining = -3.68 ---doing pulse for AICommandStationShieldGuardPostIV StrengthBudget += 1.08 = -2.6 AIBuyShipsFromList StrengthBudget = -2.6 total count bought: 0, total strength spent: 0, remaining = -2.6 ---doing pulse for AIMLRSGuardPostIV StrengthBudget += 1.08 = -1.53 AIBuyShipsFromList StrengthBudget = -1.53 total count bought: 0, total strength spent: 0, remaining = -1.53 ---doing pulse for AICommandStationShieldGuardPostIV StrengthBudget += 1.08 = -0.45 AIBuyShipsFromList StrengthBudget = -0.45 total count bought: 0, total strength spent: 0, remaining = -0.45 ---doing pulse for AIPassiveGuardPostIV StrengthBudget += 1.08 = 0.63 AIBuyShipsFromList StrengthBudget = 0.63 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.37 ---doing pulse for AIMissileGuardPostIV StrengthBudget += 1.08 = -0.29 AIBuyShipsFromList StrengthBudget = -0.29 total count bought: 0, total strength spent: 0, remaining = -0.29 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = 0.79 AIBuyShipsFromList StrengthBudget = 0.79 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.21 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = -0.13 AIBuyShipsFromList StrengthBudget = -0.13 total count bought: 0, total strength spent: 0, remaining = -0.13 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = 0.95 AIBuyShipsFromList StrengthBudget = 0.95 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.05 ---doing pulse for SpecialForcesCommandPostNoAIP StrengthBudget += 3.24 = 2.18 AIBuyShipsFromList StrengthBudget = 2.18 bought 1 Raider for 0.98 bought 2 Infiltrator for 1.41 total count bought: 3, total strength spent: 2.39, remaining = -0.21 ***checking for additional (no-strength-cost) guardian spawn buying AIGuardianWarpGateIV to guard AICommandStationShieldGuardPostIV SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.21 ******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 47 (Arkburn), StrengthBudget = -0.21 Number of this player's units on this planet = 206 reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (11 * 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) = 20; (must be at least 3 and at most 11) = 11 guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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 = 4 aiTypeBasedAIPIncrement : 0 reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5 reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5 reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.5 reinforcementStrength *= (tech level multiplier) = 20.09 reinforcementStrength *= 0.14 = 2.81 reinforcementStrength must be at most 35; = 2.81 reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.81 Inside AdjustNumberShipsFromAIType, multiplier: 0.3 after AdjustNumberShipsFromAIType call, reinforcementStrength = 1 numberShips = Floor(reinforcementStrength) = 1 numberShips led to objectsToBuild.Count being 1, adding that to strength... StrengthBudget += 1 = 0.79 --- AIBuyShipsFromList StrengthBudget = 0.79 bought 1 BulletproofFighterIV for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -1.39 ***Doing guard-post reinforcement pulses: reinforcementStrengthPerPulse = AIP/40 = 5 reinforcementStrengthPerPulse *= (tech level multiplier) = 3 reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.6 reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.6 after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.08 ---doing pulse for SpecialForcesCommandPost StrengthBudget += 3.24 = 1.85 AIBuyShipsFromList StrengthBudget = 1.85 bought 2 Raider for 1.96 total count bought: 2, total strength spent: 1.96, remaining = -0.11 ---doing pulse for AIShortRangeGuardPostIV StrengthBudget += 1.08 = 0.97 AIBuyShipsFromList StrengthBudget = 0.97 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.03 ---doing pulse for AIShortRangeGuardPostIV StrengthBudget += 1.08 = 0.05 AIBuyShipsFromList StrengthBudget = 0.05 bought 1 BulletproofFighterIV for 2.18 total count bought: 1, total strength spent: 2.18, remaining = -2.13 ---doing pulse for AIMLRSGuardPostIV StrengthBudget += 1.08 = -1.06 AIBuyShipsFromList StrengthBudget = -1.06 total count bought: 0, total strength spent: 0, remaining = -1.06 ---doing pulse for AICommandStationShieldGuardPostIV StrengthBudget += 1.08 = 0.02 AIBuyShipsFromList StrengthBudget = 0.02 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.98 ---doing pulse for AIMLRSGuardPostIV StrengthBudget += 1.08 = -0.9 AIBuyShipsFromList StrengthBudget = -0.9 total count bought: 0, total strength spent: 0, remaining = -0.9 ---doing pulse for AICommandStationShieldGuardPostIV StrengthBudget += 1.08 = 0.18 AIBuyShipsFromList StrengthBudget = 0.18 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.82 ---doing pulse for AIPassiveGuardPostIV StrengthBudget += 1.08 = -0.74 AIBuyShipsFromList StrengthBudget = -0.74 total count bought: 0, total strength spent: 0, remaining = -0.74 ---doing pulse for AIMissileGuardPostIV StrengthBudget += 1.08 = 0.34 AIBuyShipsFromList StrengthBudget = 0.34 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.66 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = -0.58 AIBuyShipsFromList StrengthBudget = -0.58 total count bought: 0, total strength spent: 0, remaining = -0.58 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = 0.5 AIBuyShipsFromList StrengthBudget = 0.5 bought 1 BomberIV for 2 total count bought: 1, total strength spent: 2, remaining = -1.5 ---doing pulse for WormholeCommandPost StrengthBudget += 1.08 = -0.42 AIBuyShipsFromList StrengthBudget = -0.42 total count bought: 0, total strength spent: 0, remaining = -0.42 ---doing pulse for SpecialForcesCommandPostNoAIP StrengthBudget += 3.24 = 2.81 AIBuyShipsFromList StrengthBudget = 2.81 bought 1 Fighter for 2 bought 1 BulletproofFighter for 2.18 total count bought: 2, total strength spent: 4.18, remaining = -1.37 SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.37 totals for planet 9 (Foshipock); count: 16, strength: 32 totals for planet 47 (Arkburn); count: 18, strength: 39 totals for FighterII; count: 16, strength: 32 totals for MunitionsBooster; count: 1, strength: 10.11 totals for BomberIV; count: 8, strength: 16 totals for Raider; count: 3, strength: 2.94 totals for Infiltrator; count: 2, strength: 1.41 totals for BulletproofFighterIV; count: 2, strength: 4.36 totals for Fighter; count: 1, strength: 2 totals for BulletproofFighter; count: 1, strength: 2.18 *grand totals; count: 34, strength: 71 |
|
ReinforcementsLog_MainThread.txt (3,176 bytes)
9/12/2012 1:09:24 PM (5.079) 1:41:16 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 200 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 AICommandType.SendReinforcements sent to AI thread 9/12/2012 1:09:39 PM (5.079) 1:41:17 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 200 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 AICommandType.SendReinforcements sent to AI thread 9/12/2012 1:19:37 PM (5.079) 1:45:28 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 200 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 AICommandType.SendReinforcements sent to AI thread 9/12/2012 1:19:39 PM (5.079) 1:45:30 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 200 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 AICommandType.SendReinforcements sent to AI thread 9/12/2012 1:26:33 PM (5.079) 1:49:42 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 200 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 AICommandType.SendReinforcements sent to AI thread 9/12/2012 1:26:34 PM (5.079) 1:49:43 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 200 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 AICommandType.SendReinforcements sent to AI thread 9/12/2012 1:39:39 PM (5.079) 1:53:55 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 200 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 AICommandType.SendReinforcements sent to AI thread 9/12/2012 1:39:44 PM (5.079) 1:53:56 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) AIProgressionLevelEffective = 200 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4 numberOfReinforcements must be at least 1 and at most 15; = 4 AICommandType.SendReinforcements sent to AI thread |
|
threw up a couple files from after i kicked up AIProg to 200 and let things run a bit while i played around with my Champion. At 200 it seems like each AI ( A Tank and a Vicious Raider, to be specific) throws in about 30-40 ships every four minutes, although i don't really see them appearing at front line planets much. Planets appearing as priorty to be reinforced always include at least one far off from my territory (presumably the location of the Devourer), while the other "outnumbered" results seem to be from Dark Spire or perhaps the occasional Dyson spawn, although i've allied with them and linked my territory to the sphere by now. Incidenitally, presuming Vanilla gets a 1.0 multiplier, the descripitions for Tank/Vicious Raider on the game setup screen seem to oversell their defensive abilities slightly. I'd expect a sub-50% modifier to be the domain of the Mad Bomber or something |
|
Agreed, some of the AI types' reinforcement multipliers could use a review. Tank for sure does not deserve a 30% multiplier. 50%-60% seems more like it for them. Mad bomber actually has it much, much worse. Unless it is a core world or homeworld, the Mad bomber only gets at most 1 (that's one, not one percent, one ship) per planet per cycle. And even on the core and home worlds, it only gets 25%. |
|
i disagree the tank is about right. however the bigger thing you should notice is alot of those ships will never reach you with the dark spire on. dark spire causes alot of ai ships to die before moving forward becausee of spawns in the back systems. i find it odd that the ai does not become alerted by dark spawn since they are a more anti ai neutral faction that normal. on the other hand the ai reacting to them sorta feeds the doomsday cycle that they kill more so spawn more and probaly isnt a great idea. anyway back on track you should investigate how many and often the dark spire are spawning since they likely are killing the ai reinforcement rather than it not being appropriate. |
|
5.081 changes up reinforcement multipliers a fair bit :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 12, 2012 1:23 pm | ussdefiant | New Issue | |
Sep 12, 2012 1:23 pm | ussdefiant | File Added: ReinforcementsLog_AIThread.txt | |
Sep 12, 2012 2:46 pm | Bossman | Note Added: 0028346 | |
Sep 12, 2012 3:29 pm | TechSY730 | Note Added: 0028347 | |
Sep 12, 2012 3:58 pm | ussdefiant | File Added: ReinforcementsLog_AIThread2.txt | |
Sep 12, 2012 3:59 pm | ussdefiant | File Added: ReinforcementsLog_MainThread.txt | |
Sep 12, 2012 4:10 pm | ussdefiant | Note Added: 0028350 | |
Sep 12, 2012 4:12 pm | ussdefiant | Note Edited: 0028350 | |
Sep 12, 2012 4:21 pm | TechSY730 | Note Added: 0028352 | |
Sep 16, 2012 7:11 pm | motai | Note Added: 0028417 | |
Sep 17, 2012 12:52 pm | keith.lamothe | Internal Weight | => New |
Sep 17, 2012 12:52 pm | keith.lamothe | Note Added: 0028432 | |
Sep 17, 2012 12:52 pm | keith.lamothe | Status | new => resolved |
Sep 17, 2012 12:52 pm | keith.lamothe | Fixed in Version | => 5.081 |
Sep 17, 2012 12:52 pm | keith.lamothe | Resolution | open => fixed |
Sep 17, 2012 12:52 pm | keith.lamothe | Assigned To | => keith.lamothe |