Difference between revisions of "Base Stores"

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(Reformatted table (3 columns). Needs an intro paragraph now.)
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{|
+
==Item storage sizes==
|valign = "top" width = "55%"|
 
Space is the volume a single item occupies in storage. If you have 50 items with a space of 0.10 each, the group would occupy 5 slots. 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.
 
  
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
+
<center>
'''Total Items = INT(Total Storage Space * Multiplier)'''
+
<table>
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.
+
<tr>
Total Items = INT(100 * 10 / 7)
+
<td valign="top">
            = 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
 
Interesting points to contemplate:
 
*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.
 
| width="40%" valign="top" |
 
 
{| {{StdDescTable}}  
 
{| {{StdDescTable}}  
 
|{{StdDescTable_Heading}}|Item
 
|{{StdDescTable_Heading}}|Item
 
|{{StdDescTable_Heading}}|Space
 
|{{StdDescTable_Heading}}|Space
|{{StdDescTable_Heading}}|Mult
+
|{{StdDescTable_Heading}}|Mult.
 +
|-
 +
|Stingray Launcher    ||0.80||5/4
 +
|-
 +
|Avalanche Launcher  ||1.00||1/1
 +
|-
 +
|Cannon              ||1.50||2/3
 +
|-
 +
|Fusion Ball Launcher ||2.00||1/2
 +
|-
 +
|Laser Cannon        ||2.00||1/2
 +
|-
 +
|Plasma Beam          ||1.20||5/6
 +
|-
 +
|Stingray Missile    ||0.40||5/2
 +
|-
 +
|Avalanche Missiles  ||1.50||2/3
 +
|-
 +
|Cannon Rounds(x50)  ||0.00||N.A.
 +
|-
 +
|Fusion Ball          ||0.60||5/3
 +
|-
 +
|Tank/Cannon          ||6.00||1/6
 +
|-
 +
|HWP Cannon Shells    ||0.10||10/1
 +
|-
 +
|Tank/Rocket Launcher ||6.00||1/6
 +
|-
 +
|HWP Rockets          ||0.60||5/3
 +
|-
 +
|Tank/Laser Cannon    ||6.00||1/6
 +
|-
 +
|Hovertank/Plasma    ||6.00||1/6
 +
|-
 +
|Hovertank/Launcher  ||6.00||1/6
 +
|-
 +
|HWP Fusion Bomb      ||0.60||5/3
 +
|-
 +
|Pistol              ||0.10||10/1
 +
|-
 +
|Pistol Clip          ||0.10||10/1
 +
|-
 +
|Rifle                ||0.20||5/1
 +
|-
 +
|Rifle Clip          ||0.10||10/1
 +
|-
 +
|Heavy Cannon        ||0.30||10/3
 +
|-
 +
|HC-AP Ammo          ||0.10||10/1
 +
|-
 +
|HC-HE Ammo          ||0.10||10/1
 +
|-
 +
|HC-I Ammo            ||0.10||10/1
 +
|-
 +
|Auto-Cannon          ||0.30||10/3
 +
|-
 +
|AC-AP Ammo          ||0.10||10/1
 +
|-
 +
|}
 +
</td>
 +
<td valign="top">
 +
{| {{StdDescTable}}
 
|{{StdDescTable_Heading}}|Item
 
|{{StdDescTable_Heading}}|Item
 
|{{StdDescTable_Heading}}|Space
 
|{{StdDescTable_Heading}}|Space
|{{StdDescTable_Heading}}|Mult
+
|{{StdDescTable_Heading}}|Mult.
 +
|-
 +
|AC-HE Ammo          ||0.10||10/1
 +
|-
 +
|AC-I Ammo            ||0.10||10/1
 +
|-
 +
|Rocket Launcher      ||0.40||5/2
 
|-
 
|-
|Stingray Launcher    ||0.80||5/4||Medi-Kit            ||0.10||10/1
+
|Small Rocket        ||0.20||5/1
 
|-
 
|-
|Avalanche Launcher  ||1.00||1/1||Psi-Amp              ||0.10||10/1
+
|Large Rocket        ||0.20||5/1
 
|-
 
|-
|Cannon              ||1.50||2/3||Stun Rod            ||0.10||10/1
+
|Incendiary Rocket    ||0.20||5/1
 
|-
 
|-
|Fusion Ball Launcher ||2.00||1/2||Electro-flare        ||0.10||10/1
+
|Laser Pistol        ||0.10||10/1
 
|-
 
|-
|Laser Cannon        ||2.00||1/2||Elerium-115         ||0.10||10/1
+
|Laser Rifle         ||0.20||5/1
 
|-
 
|-
|Plasma Beam         ||1.20||5/6||Heavy Plasma        ||0.20||5/1
+
|Heavy Laser         ||0.30||10/3
 
|-
 
|-
|Stingray Missile    ||0.40||5/2||Heavy Plasma Clip    ||0.30||10/3
+
|Grenade              ||0.10||10/1
 
|-
 
|-
|Avalanche Missiles  ||1.50||2/3||Plasma Rifle        ||0.20||5/1
+
|Smoke Grenade        ||0.10||10/1
 
|-
 
|-
|Cannon Rounds(x50)  ||0.00||N.A.||Plasma Rifle Clip   ||0.10||10/1
+
|Proximity Grenade   ||0.10||10/1
 
|-
 
|-
|Fusion Ball          ||0.60||5/3||Plasma Pistol        ||0.10||10/1
+
|High Explosive      ||0.20||5/1
 
|-
 
|-
|Tank/Cannon          ||6.00||1/6||Plasma Pistol Clip  ||0.10||10/1
+
|Motion Scanner      ||0.10||10/1
 
|-
 
|-
|HWP Cannon Shells    ||0.10||10/1||Blaster Launcher    ||0.30||10/3
+
|Medi-Kit            ||0.10||10/1
 
|-
 
|-
|Tank/Rocket Launcher ||6.00||1/6||Blaster Bomb        ||0.20||5/1
+
|Psi-Amp              ||0.10||10/1
 
|-
 
|-
|HWP Rockets          ||0.60||5/3||Small Launcher      ||0.20||5/1
+
|Stun Rod            ||0.10||10/1
 
|-
 
|-
|Tank/Laser Cannon    ||6.00||1/6||Stun Bomb            ||0.10||10/1
+
|Electro-flare        ||0.10||10/1
 
|-
 
|-
|Hovertank/Plasma    ||6.00||1/6||Alien Grenade        ||0.10||10/1
+
|Elerium-115          ||0.10||10/1
 
|-
 
|-
|Hovertank/Launcher  ||6.00||1/6||Mind Probe          ||0.10||10/1
+
|Heavy Plasma        ||0.20||5/1
 
|-
 
|-
|HWP Fusion Bomb      ||0.60||5/3||Sectoid Corpse      ||0.40||5/2
+
|Heavy Plasma Clip    ||0.30||10/3
 
|-
 
|-
|Pistol              ||0.10||10/1||Snakeman Corpse      ||0.40||5/2
+
|Plasma Rifle        ||0.20||5/1
 
|-
 
|-
|Pistol Clip         ||0.10||10/1||Ethereal Corpse      ||0.40||5/2
+
|Plasma Rifle Clip   ||0.10||10/1
 
|-
 
|-
|Rifle                ||0.20||5/1||Muton Corpse        ||0.40||5/2
+
|Plasma Pistol        ||0.10||10/1
 
|-
 
|-
|Rifle Clip           ||0.10||10/1||Floater Corpse      ||0.40||5/2
+
|Plasma Pistol Clip   ||0.10||10/1
 
|-
 
|-
|Heavy Cannon        ||0.30||10/3||Celatid Corpse      ||0.40||5/2
+
|Blaster Launcher    ||0.30||10/3
 
|-
 
|-
|HC-AP Ammo          ||0.10||10/1||Silacoid Corpse      ||0.40||5/2
+
|Blaster Bomb        ||0.20||5/1
 
|-
 
|-
|HC-HE Ammo          ||0.10||10/1||Chryssalid Corpse    ||0.40||5/2
+
|Small Launcher      ||0.20||5/1
 +
|}
 +
</td>
 +
<td valign="top">
 +
{| {{StdDescTable}}
 +
|{{StdDescTable_Heading}}|Item
 +
|{{StdDescTable_Heading}}|Space
 +
|{{StdDescTable_Heading}}|Mult.
 
|-
 
|-
|HC-I Ammo           ||0.10||10/1||Reaper Corpse        ||1.00||1/1
+
|Stun Bomb           ||0.10||10/1
 
|-
 
|-
|Auto-Cannon          ||0.30||10/3||Sectopod Corpse      ||1.00||1/1
+
|Alien Grenade        ||0.10||10/1
 
|-
 
|-
|AC-AP Ammo           ||0.10||10/1||Cyberdisc Corpse    ||1.00||1/1
+
|Mind Probe           ||0.10||10/1
 
|-
 
|-
|AC-HE Ammo          ||0.10||10/1||UFO Power Source    ||0.70||10/7
+
|Sectoid Corpse      ||0.40||5/2
 
|-
 
|-
|AC-I Ammo            ||0.10||10/1||UFO Navigation      ||0.20||5/1
+
|Snakeman Corpse      ||0.40||5/2
 
|-
 
|-
|Rocket Launcher     ||0.40||5/2||UFO Construction    ||0.10||10/1
+
|Ethereal Corpse     ||0.40||5/2
 
|-
 
|-
|Small Rocket         ||0.20||5/1||Alien Food          ||0.20||5/1
+
|Muton Corpse         ||0.40||5/2
 
|-
 
|-
|Large Rocket        ||0.20||5/1||Alien Reproduction  ||0.20||5/1
+
|Floater Corpse      ||0.40||5/2
 
|-
 
|-
|Incendiary Rocket    ||0.20||5/1||Alien Entertainment  ||0.20||5/1
+
|Celatid Corpse      ||0.40||5/2
 
|-
 
|-
|Laser Pistol        ||0.10||10/1||Alien Surgery        ||0.20||5/1
+
|Silacoid Corpse      ||0.40||5/2
 
|-
 
|-
|Laser Rifle          ||0.20||5/1||Examination Room    ||0.20||5/1
+
|Chryssalid Corpse    ||0.40||5/2
 
|-
 
|-
|Heavy Laser          ||0.30||10/3||Alien Alloys        ||0.10||10/1
+
|Reaper Corpse        ||1.00||1/1
 
|-
 
|-
|Grenade              ||0.10||10/1||Alien Habitat        ||0.10||10/1
+
|Sectopod Corpse      ||1.00||1/1
 
|-
 
|-
|Smoke Grenade        ||0.10||10/1||Personal Armor      ||0.80||5/4
+
|Cyberdisc Corpse    ||1.00||1/1
 
|-
 
|-
|Proximity Grenade    ||0.10||10/1||Power Suit          ||0.80||5/4
+
|UFO Power Source    ||0.70||10/7
 
|-
 
|-
|High Explosive       ||0.20||5/1||Flying Suit          ||0.80||5/4
+
|UFO Navigation       ||0.20||5/1
 +
|-
 +
|UFO Construction*    ||0.10||10/1
 +
|-
 +
|Alien Food          ||0.20||5/1
 +
|-
 +
|Alien Reproduction*  ||0.20||5/1
 +
|-
 +
|Alien Entertainment  ||0.20||5/1
 +
|-
 +
|Alien Surgery        ||0.20||5/1
 +
|-
 +
|Examination Room    ||0.20||5/1
 +
|-
 +
|Alien Alloys        ||0.10||10/1
 +
|-
 +
|Alien Habitat*        ||0.10||10/1
 +
|-
 +
|Personal Armor      ||0.80||5/4
 +
|-
 +
|Power Suit          ||0.80||5/4
 +
|-
 +
|Flying Suit          ||0.80||5/4
 
|-
 
|-
|Motion Scanner      ||0.10||10/1 || || ||
 
|}
 
 
|}
 
|}
 +
</td>
 +
</tr>
 +
</table>
 +
</center>
 +
 +
== Explanation ==
 +
 +
Space is the volume a single item occupies in storage. If you have 50 items with a space of 0.10 each, the group would occupy 5 slots. 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.
 +
 +
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
 +
Interesting points to contemplate:
 +
*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.

Revision as of 22:27, 8 March 2007

Item storage sizes

Item Space Mult.
Stingray Launcher 0.80 5/4
Avalanche Launcher 1.00 1/1
Cannon 1.50 2/3
Fusion Ball Launcher 2.00 1/2
Laser Cannon 2.00 1/2
Plasma Beam 1.20 5/6
Stingray Missile 0.40 5/2
Avalanche Missiles 1.50 2/3
Cannon Rounds(x50) 0.00 N.A.
Fusion Ball 0.60 5/3
Tank/Cannon 6.00 1/6
HWP Cannon Shells 0.10 10/1
Tank/Rocket Launcher 6.00 1/6
HWP Rockets 0.60 5/3
Tank/Laser Cannon 6.00 1/6
Hovertank/Plasma 6.00 1/6
Hovertank/Launcher 6.00 1/6
HWP Fusion Bomb 0.60 5/3
Pistol 0.10 10/1
Pistol Clip 0.10 10/1
Rifle 0.20 5/1
Rifle Clip 0.10 10/1
Heavy Cannon 0.30 10/3
HC-AP Ammo 0.10 10/1
HC-HE Ammo 0.10 10/1
HC-I Ammo 0.10 10/1
Auto-Cannon 0.30 10/3
AC-AP Ammo 0.10 10/1
Item Space Mult.
AC-HE Ammo 0.10 10/1
AC-I Ammo 0.10 10/1
Rocket Launcher 0.40 5/2
Small Rocket 0.20 5/1
Large Rocket 0.20 5/1
Incendiary Rocket 0.20 5/1
Laser Pistol 0.10 10/1
Laser Rifle 0.20 5/1
Heavy Laser 0.30 10/3
Grenade 0.10 10/1
Smoke Grenade 0.10 10/1
Proximity Grenade 0.10 10/1
High Explosive 0.20 5/1
Motion Scanner 0.10 10/1
Medi-Kit 0.10 10/1
Psi-Amp 0.10 10/1
Stun Rod 0.10 10/1
Electro-flare 0.10 10/1
Elerium-115 0.10 10/1
Heavy Plasma 0.20 5/1
Heavy Plasma Clip 0.30 10/3
Plasma Rifle 0.20 5/1
Plasma Rifle Clip 0.10 10/1
Plasma Pistol 0.10 10/1
Plasma Pistol Clip 0.10 10/1
Blaster Launcher 0.30 10/3
Blaster Bomb 0.20 5/1
Small Launcher 0.20 5/1
Item Space Mult.
Stun Bomb 0.10 10/1
Alien Grenade 0.10 10/1
Mind Probe 0.10 10/1
Sectoid Corpse 0.40 5/2
Snakeman Corpse 0.40 5/2
Ethereal Corpse 0.40 5/2
Muton Corpse 0.40 5/2
Floater Corpse 0.40 5/2
Celatid Corpse 0.40 5/2
Silacoid Corpse 0.40 5/2
Chryssalid Corpse 0.40 5/2
Reaper Corpse 1.00 1/1
Sectopod Corpse 1.00 1/1
Cyberdisc Corpse 1.00 1/1
UFO Power Source 0.70 10/7
UFO Navigation 0.20 5/1
UFO Construction* 0.10 10/1
Alien Food 0.20 5/1
Alien Reproduction* 0.20 5/1
Alien Entertainment 0.20 5/1
Alien Surgery 0.20 5/1
Examination Room 0.20 5/1
Alien Alloys 0.10 10/1
Alien Habitat* 0.10 10/1
Personal Armor 0.80 5/4
Power Suit 0.80 5/4
Flying Suit 0.80 5/4

Explanation

Space is the volume a single item occupies in storage. If you have 50 items with a space of 0.10 each, the group would occupy 5 slots. 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.

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

Interesting points to contemplate:

  • 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.