It's actually that the value the game reports to the server list as maximum number of bots is not entirely correct. The number doesn't take faction specific multipliers into account, so you can't at least trust that number you see in the server list for verification of bot amounts.
I tried something drastic like this:
Code:
public $fellow_capacity_factor = 5.0;
public $fellow_ai_accuracy_factor = 0.94;
public $enemy_capacity_factor = 0.1;
public $enemy_ai_accuracy_factor = 0.94;
metagame.log:
Quote:
18:15:57 * using fellow capacity: 5
18:15:57 * using fellow ai accuracy: 0.94
18:15:57 * using enemy capacity: 0.1
18:15:57 * using enemy ai accuracy: 0.94
-----------
18:15:57 completion percentage: 0
18:15:57 variance enabled: 1
-----------
18:15:57 sending:
<command class='start_game' savegame='' vehicles='1' max_soldiers='84' soldier_capacity_variance='0.3' soldier_capacity_model='variable' player_ai_compensation='8' player_ai_reduction='0' xp_multiplier='0.27' rp_multiplier='1' initial_xp='0' initial_rp='0' base_capture_system='any' friendly_fire='0'>
<faction capacity_offset='0' initial_over_capacity='0' capacity_multiplier='5' ai_accuracy='0.94' initial_occupied_bases='1' />
<faction capacity_offset='0' initial_over_capacity='0' capacity_multiplier='0.093' ai_accuracy='0.94' />
<local_player faction_id='0' username='Single player' />
</command>
(Enemy faction capacity is further reduced with multiplier of 93% in the first map if completion based variance is enabled, that's why it's 0.093 above rather than 0.1.)
The max_soldiers figure is sent to serverlist, which is of course a wrong number to be considered as max bot count, given how the capacities are multiplied per faction.