Difference between revisions of "Base Stores"
(Reformatted table (3 columns). Needs an intro paragraph now.) |
(→Explanation: bit of copyediting. Still needs more simplifying) |
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== Explanation == | == 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. | + | '''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. Aircraft, personnel and live aliens require specialized storage facilities ([[Hangar]], [[Living Quarters]] and [[Alien Containment]]) and do not use space in the General Stores. |
− | + | The '''Multiplier''' (Mult.) column is used for determining the quantity of items you can store in a module. It is always the reciprocal of the "Space" column. However, as is common in X-COM, integer rounding plays a role. The equation linking total storage space to the number of items is: | |
− | |||
'''Total Items = INT(Total Storage Space * Multiplier)''' | '''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. | 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) | Total Items = INT(100 * 10 / 7) | ||
= INT(1000 / 7) | = INT(1000 / 7) | ||
= INT(142.857...) | = INT(142.857...) | ||
= 142 | = 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. | 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,''' | '''IF (INT(Total Space * Item Multiplier) / Item Multiplier) < Total Space,''' | ||
'''THEN Total Items = INT(Total Space * Item Multiplier) + 1''' | '''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)? | 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(50 * 5 / 4) / (5 /4)) < 50 | ||
IF (INT(250 / 4) * 4 / 5) < 50 | IF (INT(250 / 4) * 4 / 5) < 50 | ||
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= 62 + 1 | = 62 + 1 | ||
= 63 | = 63 | ||
+ | |||
+ | Multiple General Store modules act as a single cohesive storage unit, not as separate facilities. For example, one General Store can contain 62 Stingray Launchers, but two modules, with their combined space, can hold a total of 125 Stingray Launchers. | ||
+ | |||
Interesting points to contemplate: | 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. | *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. | *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 | + | *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 one unit of store space. 20 to 29 such items would take two spaces; 30 to 39 would take three, and so on. |
Revision as of 22:40, 8 March 2007
Item storage sizes
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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. Aircraft, personnel and live aliens require specialized storage facilities (Hangar, Living Quarters and Alien Containment) and do not use space in the General Stores.
The Multiplier (Mult.) column is used for determining the quantity of items you can store in a module. It is always the reciprocal of the "Space" column. However, as is common in X-COM, 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
Multiple General Store modules act as a single cohesive storage unit, not as separate facilities. For example, one General Store can contain 62 Stingray Launchers, but two modules, with their combined space, can hold a total of 125 Stingray Launchers.
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 one unit of store space. 20 to 29 such items would take two spaces; 30 to 39 would take three, and so on.