Difference between revisions of "Base Stores"
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− | + | For a basic description of how General Stores work [[General Stores|click here]]. This article is more in depth and complete regarding items and the space they take up. | |
+ | |||
+ | <font size="3" color="red">This page is still under construction</font> | ||
+ | |||
+ | |||
+ | ==Nuts and Bolts== | ||
+ | :{| {{StdDescTable}} | ||
+ | |'''NOTE:''' While in game the capacity of the stores is stated to be 50, it is much easier to use a value of '''500'''. [[User:Zombie|Zombie]] (the person) originally scaled these values to match up to the 50 capacity. His (or her) notes and equations are below. | ||
+ | :<small>It is more likely this is what the game uses as integer values are what's stored for the space of an item. [[User:Pi Masta#Base Items store space|See here]]</small> | ||
+ | |} | ||
+ | |||
{| | {| | ||
|valign = "top" width = "55%"| | |valign = "top" width = "55%"| | ||
− | Space is the volume a single item occupies in storage. If you have 50 items with a space of | + | Space is the volume a single item occupies in storage. If you have 50 items with a space of 1 each, the group would occupy 50 space. Notice that aircraft, personnel and live aliens are not listed. These things require specialized storage facilities ([[Hangar]], [[Living Quarters]] and [[Alien Containment]]) and do not use space in the [[General Stores]]. |
General Store facilities stack. Multiple modules act as a single cohesive storage unit, not as separate facilities. This is an important point to consider as you may be able to store more items in 100 units of space than 2 facilities with 50. For example, one General Store can contain 62 Stingray Launchers. If General Stores were not stackable, then two should hold 124. In actuality, two modules can hold a total of 125 Stingray Launchers. | General Store facilities stack. Multiple modules act as a single cohesive storage unit, not as separate facilities. This is an important point to consider as you may be able to store more items in 100 units of space than 2 facilities with 50. For example, one General Store can contain 62 Stingray Launchers. If General Stores were not stackable, then two should hold 124. In actuality, two modules can hold a total of 125 Stingray Launchers. | ||
− | + | However when purchasing items, the game will 'round' to the nearest 10. Essentially so long as the space does not go over 509. For instance: there can actually be 63 Stingray Launchers in one module (63 * 8 = 504 < 509). | |
− | + | ||
− | + | Further examples: | |
− | + | * 2 Modules can contain 126 stingray launchers (126 * 8 = 1008 < 1010) (63 per module * 2 modules = 126) | |
− | + | * 3 Modules, however, can contain 188 (188 * 8 = 1504 < 1510), compare to 63 per module * 3 modules = 189 | |
− | + | ||
− | + | To determine how many items can fit in a base, simply take the storage space (say 1000 for 2 modules) and divide by the space listed for that item. | |
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| width="40%" valign="top" | | | width="40%" valign="top" | | ||
{| {{StdDescTable}} | {| {{StdDescTable}} | ||
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|{{StdDescTable_Heading}}|Mult | |{{StdDescTable_Heading}}|Mult | ||
|- | |- | ||
− | |Stingray Launcher | + | |[[Stingray|Stingray Launcher]] ||align="right"| 8|| 5/4 ||[[Medi-Kit]] ||align="right"| 1||10/1 |
|- | |- | ||
− | |Avalanche Launcher | + | |[[Avalanche|Avalanche Launcher]] ||align="right"|10|| 1/1 ||[[Psi-Amp]] ||align="right"| 1||10/1 |
|- | |- | ||
− | |Cannon | + | |[[Cannon]] ||align="right"|15|| 2/3 ||[[Stun Rod]] ||align="right"| 1||10/1 |
|- | |- | ||
− | |Fusion Ball Launcher || | + | |[[Fusion Ball Launcher]] ||align="right"|20|| 1/2 ||[[Electro-flare]] ||align="right"| 1||10/1 |
|- | |- | ||
− | |Laser Cannon | + | |[[Laser Cannon]] ||align="right"|20|| 1/2 ||[[Elerium-115]] ||align="right"| 1||10/1 |
|- | |- | ||
− | |Plasma Beam | + | |[[Plasma Beam]] ||align="right"|12|| 5/6 ||[[Heavy Plasma]] ||align="right"| 2|| 5/1 |
|- | |- | ||
− | |Stingray Missile | + | |Stingray Missile ||align="right"| 4|| 5/2 ||Heavy Plasma Clip ||align="right"| 3||10/3 |
|- | |- | ||
− | |Avalanche Missiles | + | |Avalanche Missiles ||align="right"|15|| 2/3 ||[[Plasma Rifle]] ||align="right"| 2|| 5/1 |
|- | |- | ||
− | |Cannon Rounds(x50) | + | |Cannon Rounds(x50) ||align="right"| 0||N.A. ||Plasma Rifle Clip ||align="right"| 1||10/1 |
|- | |- | ||
− | |Fusion Ball | + | |Fusion Ball ||align="right"| 6|| 5/3 ||[[Plasma Pistol]] ||align="right"| 1||10/1 |
|- | |- | ||
− | |Tank/Cannon | + | |[[Tank/Cannon]] ||align="right"|60|| 1/6 ||Plasma Pistol Clip ||align="right"| 1||10/1 |
|- | |- | ||
− | |HWP Cannon Shells | + | |HWP Cannon Shells ||align="right"| 1||10/1 ||[[Blaster Launcher]] ||align="right"| 3||10/3 |
|- | |- | ||
− | |Tank/Rocket Launcher || | + | |[[Tank/Rocket Launcher]] ||align="right"|60|| 1/6 ||[[Blaster Bomb]] ||align="right"| 2|| 5/1 |
|- | |- | ||
− | |HWP Rockets | + | |HWP Rockets ||align="right"| 6|| 5/3 ||[[Small Launcher]] ||align="right"| 2|| 5/1 |
|- | |- | ||
− | |Tank/Laser Cannon | + | |[[Tank/Laser Cannon]] ||align="right"|60|| 1/6 ||[[Stun Bomb]] ||align="right"| 1||10/1 |
|- | |- | ||
− | |Hovertank/Plasma | + | |[[Hovertank/Plasma]] ||align="right"|60|| 1/6 ||[[Alien Grenade]] ||align="right"| 1||10/1 |
|- | |- | ||
− | |Hovertank/Launcher | + | |[[Hovertank/Launcher]] ||align="right"|60|| 1/6 ||[[Mind Probe]] ||align="right"| 1||10/1 |
|- | |- | ||
− | |HWP Fusion Bomb | + | |HWP Fusion Bomb ||align="right"| 6|| 5/3 ||Sectoid Corpse ||align="right"| 4|| 5/2 |
|- | |- | ||
− | |Pistol | + | |[[Pistol]] ||align="right"| 1||10/1 ||Snakeman Corpse ||align="right"| 4|| 5/2 |
|- | |- | ||
− | |Pistol Clip | + | |Pistol Clip ||align="right"| 1||10/1 ||Ethereal Corpse ||align="right"| 4|| 5/2 |
|- | |- | ||
− | |Rifle | + | |[[Rifle]] ||align="right"| 2|| 5/1 ||Muton Corpse ||align="right"| 4|| 5/2 |
|- | |- | ||
− | |Rifle Clip | + | |Rifle Clip ||align="right"| 1||10/1 ||Floater Corpse ||align="right"| 4|| 5/2 |
|- | |- | ||
− | |Heavy Cannon | + | |[[Heavy Cannon]] ||align="right"| 3||10/3 ||Celatid Corpse ||align="right"| 4|| 5/2 |
|- | |- | ||
− | |HC-AP Ammo | + | |HC-AP Ammo ||align="right"| 1||10/1 ||Silacoid Corpse ||align="right"| 4|| 5/2 |
|- | |- | ||
− | |HC-HE Ammo | + | |HC-HE Ammo ||align="right"| 1||10/1 ||Chryssalid Corpse ||align="right"| 4|| 5/2 |
|- | |- | ||
− | |HC-I Ammo | + | |HC-I Ammo ||align="right"| 1||10/1 ||Reaper Corpse ||align="right"|10|| 1/1 |
|- | |- | ||
− | |Auto | + | |[[Auto Cannon]] ||align="right"| 3||10/3 ||Sectopod Corpse ||align="right"|10|| 1/1 |
|- | |- | ||
− | |AC-AP Ammo | + | |AC-AP Ammo ||align="right"| 1||10/1 ||Cyberdisc Corpse ||align="right"|10|| 1/1 |
|- | |- | ||
− | |AC-HE Ammo | + | |AC-HE Ammo ||align="right"| 1||10/1 ||[[UFO Power Source]] ||align="right"| 7||10/7 |
|- | |- | ||
− | |AC-I Ammo | + | |AC-I Ammo ||align="right"| 1||10/1 ||[[UFO Navigation]] ||align="right"| 2|| 5/1 |
|- | |- | ||
− | |Rocket Launcher | + | |[[Rocket Launcher]] ||align="right"| 4|| 5/2 ||UFO Construction ||align="right"| 1||10/1 |
|- | |- | ||
− | |Small Rocket | + | |Small Rocket ||align="right"| 2|| 5/1 ||[[Alien Food]] ||align="right"| 2|| 5/1 |
|- | |- | ||
− | |Large Rocket | + | |Large Rocket ||align="right"| 2|| 5/1 ||[[Alien Reproduction]] ||align="right"| 2|| 5/1 |
|- | |- | ||
− | |Incendiary Rocket | + | |Incendiary Rocket ||align="right"| 2|| 5/1 ||[[Alien Entertainment]] ||align="right"| 2|| 5/1 |
|- | |- | ||
− | |Laser Pistol | + | |[[Laser Pistol]] ||align="right"| 1||10/1 ||[[Alien Surgery]] ||align="right"| 2|| 5/1 |
|- | |- | ||
− | |Laser Rifle | + | |[[Laser Rifle]] ||align="right"| 2|| 5/1 ||Examination Room ||align="right"| 2|| 5/1 |
|- | |- | ||
− | |Heavy Laser | + | |[[Heavy Laser]] ||align="right"| 3||10/3 ||[[Alien Alloys]] ||align="right"| 1||10/1 |
|- | |- | ||
− | |Grenade | + | |[[Grenade]] ||align="right"| 1||10/1 ||Alien Habitat ||align="right"| 1||10/1 |
|- | |- | ||
− | |Smoke Grenade | + | |[[Smoke Grenade]] ||align="right"| 1||10/1 ||[[Personal Armor]] ||align="right"| 8|| 5/4 |
|- | |- | ||
− | |Proximity Grenade | + | |[[Proximity Grenade]] ||align="right"| 1||10/1 ||[[Power Suit]] ||align="right"| 8|| 5/4 |
|- | |- | ||
− | |High Explosive | + | |[[High Explosive]] ||align="right"| 2|| 5/1 ||[[Flying Suit]] ||align="right"| 8|| 5/4 |
|- | |- | ||
− | |Motion Scanner | + | |[[Motion Scanner]] ||align="right"| 1||10/1 || ||align="right"| || |
|} | |} | ||
|} | |} | ||
+ | |||
+ | ==Zombie's Equations== | ||
+ | Below are Zombie's equations using decimals and integer rounding. Simply divide the space listed above by 10 to get the amount of space an item takes relative to a [[General Stores]] having 50 capacity. | ||
+ | |||
+ | The "Multiplier" column is used for determining the quantity of items you can store in a module (It is simply the inverse of the Space column). As usual, integer rounding plays a role. The equation linking total storage space to the number of items is | ||
+ | '''Total Items = INT(Total Storage Space * Multiplier)''' | ||
+ | To illustrate,. assume we want to know how many UFO Power Sources can be contained in 2 General Stores. 2 General Stores have a total space of 100, while the UFO Power Source multiplier is 10/7. | ||
+ | Total Items = INT(100 * 10 / 7) | ||
+ | = INT(1000 / 7) | ||
+ | = INT(142.857...) | ||
+ | = 142 | ||
+ | These calculations only apply to items being transferred into a base. Items purchased are a little different. As long as your current General Store space is < total space, you can still purchase items. (Your current space level is found by multiplying the quantity of an item by its Space and then adding all those numbers together). When dealing with only a specific purchasable item, the equation for the maximum number of items possible is found using an IF-THEN statement. | ||
+ | '''IF (INT(Total Space * Item Multiplier) / Item Multiplier) < Total Space,''' | ||
+ | '''THEN Total Items = INT(Total Space * Item Multiplier) + 1''' | ||
+ | Example: How many Stingray Launchers (Item Multiplier = 5/4) can you purchase if you have one General Store (50 Total Space)? | ||
+ | IF (INT(50 * 5 / 4) / (5 /4)) < 50 | ||
+ | IF (INT(250 / 4) * 4 / 5) < 50 | ||
+ | IF (INT(62.5) * 4 / 5) < 50 | ||
+ | IF 62 * 4 / 5 < 50 | ||
+ | IF 49.6 < 50 (TRUE) | ||
+ | THEN | ||
+ | Total Stingray Launchers = INT(50 * 5 / 4) + 1 | ||
+ | = INT(62.5) + 1 | ||
+ | = 62 + 1 | ||
+ | = 63 | ||
+ | |||
+ | ==Notes== | ||
+ | *Most weapons use up more space than their clip. Not the Heavy Plasma. Each weapon takes up 0.20 slots in the General Store, while a Heavy Plasma clip takes up 0.30. | ||
+ | *Craft Cannon Shells do not require (or use) any space in General Store inventory. As long as you have at least one open slot at a base, you could purchase (and contain) an infinite quantity of these shells. However, once General Store space is filled to capacity, these shells cannot be purchased anymore. | ||
+ | *Because of the integer rounding on each item type, you can store up to 19 of any item that takes 0.1 space (such as grenades) while still only using 1 of your store space, then from 20 to 29 it takes 2, from 30 to 39 its 3 space, and so on. | ||
+ | |||
+ | ==See Also== | ||
+ | [[General Stores]] | [[Base Management]] | [[Spring Cleaning Tips]] |
Revision as of 07:14, 6 March 2007
For a basic description of how General Stores work click here. This article is more in depth and complete regarding items and the space they take up.
This page is still under construction
Nuts and Bolts
NOTE: While in game the capacity of the stores is stated to be 50, it is much easier to use a value of 500. Zombie (the person) originally scaled these values to match up to the 50 capacity. His (or her) notes and equations are below. - It is more likely this is what the game uses as integer values are what's stored for the space of an item. See here
Space is the volume a single item occupies in storage. If you have 50 items with a space of 1 each, the group would occupy 50 space. Notice that aircraft, personnel and live aliens are not listed. These things require specialized storage facilities (Hangar, Living Quarters and Alien Containment) and do not use space in the General Stores. General Store facilities stack. Multiple modules act as a single cohesive storage unit, not as separate facilities. This is an important point to consider as you may be able to store more items in 100 units of space than 2 facilities with 50. For example, one General Store can contain 62 Stingray Launchers. If General Stores were not stackable, then two should hold 124. In actuality, two modules can hold a total of 125 Stingray Launchers. However when purchasing items, the game will 'round' to the nearest 10. Essentially so long as the space does not go over 509. For instance: there can actually be 63 Stingray Launchers in one module (63 * 8 = 504 < 509). Further examples:
To determine how many items can fit in a base, simply take the storage space (say 1000 for 2 modules) and divide by the space listed for that item. |
|
Zombie's Equations
Below are Zombie's equations using decimals and integer rounding. Simply divide the space listed above by 10 to get the amount of space an item takes relative to a General Stores having 50 capacity.
The "Multiplier" column is used for determining the quantity of items you can store in a module (It is simply the inverse of the Space column). As usual, integer rounding plays a role. The equation linking total storage space to the number of items is
Total Items = INT(Total Storage Space * Multiplier)
To illustrate,. assume we want to know how many UFO Power Sources can be contained in 2 General Stores. 2 General Stores have a total space of 100, while the UFO Power Source multiplier is 10/7.
Total Items = INT(100 * 10 / 7) = INT(1000 / 7) = INT(142.857...) = 142
These calculations only apply to items being transferred into a base. Items purchased are a little different. As long as your current General Store space is < total space, you can still purchase items. (Your current space level is found by multiplying the quantity of an item by its Space and then adding all those numbers together). When dealing with only a specific purchasable item, the equation for the maximum number of items possible is found using an IF-THEN statement.
IF (INT(Total Space * Item Multiplier) / Item Multiplier) < Total Space, THEN Total Items = INT(Total Space * Item Multiplier) + 1
Example: How many Stingray Launchers (Item Multiplier = 5/4) can you purchase if you have one General Store (50 Total Space)?
IF (INT(50 * 5 / 4) / (5 /4)) < 50 IF (INT(250 / 4) * 4 / 5) < 50 IF (INT(62.5) * 4 / 5) < 50 IF 62 * 4 / 5 < 50 IF 49.6 < 50 (TRUE) THEN Total Stingray Launchers = INT(50 * 5 / 4) + 1 = INT(62.5) + 1 = 62 + 1 = 63
Notes
- Most weapons use up more space than their clip. Not the Heavy Plasma. Each weapon takes up 0.20 slots in the General Store, while a Heavy Plasma clip takes up 0.30.
- Craft Cannon Shells do not require (or use) any space in General Store inventory. As long as you have at least one open slot at a base, you could purchase (and contain) an infinite quantity of these shells. However, once General Store space is filled to capacity, these shells cannot be purchased anymore.
- Because of the integer rounding on each item type, you can store up to 19 of any item that takes 0.1 space (such as grenades) while still only using 1 of your store space, then from 20 to 29 it takes 2, from 30 to 39 its 3 space, and so on.