Difference between revisions of "Talk:Base Facilities (EU)"

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--[[User:Sfnhltb|Sfnhltb]] 17:09, 28 February 2007 (PST)
 
--[[User:Sfnhltb|Sfnhltb]] 17:09, 28 February 2007 (PST)
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One early thing I think I have established is that it is not what number of facility that varies the cost for the same type of facility, but where it is located. A Hangar in the bottom right/left corners costs 10k, in the top middle it costs 4k.
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Lift in starter position (3,3, in x,y format - this is like in initial base) = 30k. Top left corner (1,1) 4k, top right (6,1) 4k, bottom right (6,6) 15k, bottom left (1,6) 15k, (4,4) 35k.
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To try to detect a pattern I filled a base with 35 Large Radars (very useful!) + 1 lift, and the cost came to 624k, which is 30k for the lift (in the position I put it), and the pattern was like this:
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4,  4,  4,  4,  4,  4
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10, 10, 10, 10, 10, 10
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30, 30,  L, 30, 30, 30
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35, 35, 35, 35, 35, 35
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10, 10, 10, 10, 10, 10
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15, 15, 15, 15, 15, 15
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Which leads to the obvious conclusion - the programmers messed up, and when the routine that works out maintance checks through all the facilities you have on a site, instead of passing in the code that says what type of facility it is, (00 being lift (in BASE.DAT) for 4k, 05 being actually the large radar for 15k, for example), it passes in the row number of the facility (0 based array/variable clearly). So anything built on the top row costs 4k maintaince (pretends its a lift), second row 10k (like the living quarters), etc exactly as show above - regardless of the type of facility. Hangars are slightly different in that you pay for one of the top left or top right corners (probably the top left) and the rest dont get paid for.
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I might switch my base to have the hangars at the bottom, so the lift goes on 35 square, and the rest of the base on the top 3 rows, consider a full base 3 hangars, then a lift (in whatever place left to right you prefer), then 18 various stuff.
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If you do it hangars on the bottom they cost 3*10, the lift 35, and the rest is 30*6 + 10*6 + 4*6, for a total of 329. Do it hangars on top for 3*4+ 1*30+ 6*35+10*6+15*6 which is a total of 412.
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--[[User:Sfnhltb|Sfnhltb]] 18:50, 28 February 2007 (PST)

Revision as of 02:50, 1 March 2007

I am not certain about this, because it's been a while... I believe Alien Containment also falls in the group of structures that are useless beyond one per base. You can have as many live aliens as you like, as long as you don't have more than ten different types in each base. (Type: Each alien species+their job description.)

You can have more than 10+ live sectoid soldiers in one base, and it would only take up one space in the containment-area.But if you then capture (as examples) a gillman soldier, or sectoid engineer, either of these would take up an extra spot in the containment.

Building more containment in the same base does not increase the ten-type limit. Can anyone else check?


Something else to check, I may look into it further at some point but I really want to finish the month I am playing at some point soon, is that maintenance is messed up, you pay vastly different maintenance on some of the facilities compared to what it says you should, and you dont even pay the same amount for second copies of the same type (and the third and so on seem to vary sometimes). To save me repeating it here, i started mentioning on Talk:UFO_Interception (which is getting somewhat offtopic...)

--Sfnhltb 17:09, 28 February 2007 (PST)

One early thing I think I have established is that it is not what number of facility that varies the cost for the same type of facility, but where it is located. A Hangar in the bottom right/left corners costs 10k, in the top middle it costs 4k.

Lift in starter position (3,3, in x,y format - this is like in initial base) = 30k. Top left corner (1,1) 4k, top right (6,1) 4k, bottom right (6,6) 15k, bottom left (1,6) 15k, (4,4) 35k.

To try to detect a pattern I filled a base with 35 Large Radars (very useful!) + 1 lift, and the cost came to 624k, which is 30k for the lift (in the position I put it), and the pattern was like this:

4,  4,  4,  4,  4,  4

10, 10, 10, 10, 10, 10 30, 30, L, 30, 30, 30 35, 35, 35, 35, 35, 35 10, 10, 10, 10, 10, 10 15, 15, 15, 15, 15, 15

Which leads to the obvious conclusion - the programmers messed up, and when the routine that works out maintance checks through all the facilities you have on a site, instead of passing in the code that says what type of facility it is, (00 being lift (in BASE.DAT) for 4k, 05 being actually the large radar for 15k, for example), it passes in the row number of the facility (0 based array/variable clearly). So anything built on the top row costs 4k maintaince (pretends its a lift), second row 10k (like the living quarters), etc exactly as show above - regardless of the type of facility. Hangars are slightly different in that you pay for one of the top left or top right corners (probably the top left) and the rest dont get paid for.

I might switch my base to have the hangars at the bottom, so the lift goes on 35 square, and the rest of the base on the top 3 rows, consider a full base 3 hangars, then a lift (in whatever place left to right you prefer), then 18 various stuff.

If you do it hangars on the bottom they cost 3*10, the lift 35, and the rest is 30*6 + 10*6 + 4*6, for a total of 329. Do it hangars on top for 3*4+ 1*30+ 6*35+10*6+15*6 which is a total of 412.

--Sfnhltb 18:50, 28 February 2007 (PST)