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

From UFOpaedia
Jump to navigation Jump to search
Line 71: Line 71:
  
 
:Very interesting discovery, Sf.  Thankfully it's not a very impactful bug, as facility maintenance is cheap anyway -- maybe that's why it went undiscovered so long.--[[User:Ethereal Cereal|Ethereal Cereal]] 21:44, 28 February 2007 (PST)
 
:Very interesting discovery, Sf.  Thankfully it's not a very impactful bug, as facility maintenance is cheap anyway -- maybe that's why it went undiscovered so long.--[[User:Ethereal Cereal|Ethereal Cereal]] 21:44, 28 February 2007 (PST)
 +
 +
Well, at a certain point in the game it might be useful to known - if you are building 5-6 listening post/interceptor bases using the following pattern:
 +
 +
{{UBK|=
 +
|quarters|hyperwave|stores|lift|hangar1|hangar2|=
 +
|dirt|dirt|dirt|dirt|hangar3|hangar4|=
 +
|dirt|dirt|dirt|dirt|dirt|dirt|=
 +
|dirt|dirt|dirt|dirt|dirt|dirt|=
 +
|dirt|dirt|dirt|dirt|dirt|dirt|=
 +
|dirt|dirt|dirt|dirt|dirt|dirt|=}}
 +
 +
The bases maintenance would be 20k each, or 100-120k/month for all of them. If you happened to build them all with this pattern:
 +
 +
{{UBK|=
 +
|dirt|dirt|dirt|dirt|dirt|dirt|=
 +
|dirt|dirt|dirt|dirt|dirt|dirt|=
 +
|dirt|dirt|dirt|dirt|dirt|dirt|=
 +
|quarters|hyperwave|stores|lift|hangar1|hangar2|=
 +
|dirt|dirt|dirt|dirt|hangar3|hangar4|=
 +
|dirt|dirt|dirt|dirt|dirt|dirt|=}}
 +
 +
This variant would be 175k each, or 875-1050k/month for the lot.
 +
 +
Towards 1 million a month at the expansion stage of the game could have a fair impact on your progress, it wont cripple you, but it will slow you down some.
 +
 +
Of course thats pretty much as extreme as it can get on the unevenness - because you are filling either all the cheapest squares, or all the most expensive, and it would be rare for anyone to happen to build like that.
 +
 +
--[[User:Sfnhltb|Sfnhltb]] 23:54, 28 February 2007 (PST)

Revision as of 07:54, 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:

C1 C2 C3 C4 C5 C6
R1444444
R2101010101010
R33030Lift303030
R4353535353535
R5101010101010
R6151515151515

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, i.e. the below base is 329k per month (replace all the Psi with whatever you like, its irrelevant)


psi psi psi psi psi psi
psi psi psi psi psi psi
psi psi psi psi psi psi
dirt dirt lift dirt dirt dirt
Base-hangar1.gif Base-hangar2.gif Base-hangar1.gif Base-hangar2.gif Base-hangar1.gif Base-hangar2.gif
Base-hangar3.gif Base-hangar4.gif Base-hangar3.gif Base-hangar4.gif Base-hangar3.gif Base-hangar4.gif



Do it hangars on top for 3*4+ 1*30+ 6*35+10*6+15*6 which is a total of 412, so the follow is 83k more expensive, despite having precisely the same elements:


hangar1 hangar2 hangar1 hangar2 hangar1 hangar2
hangar3 hangar4 hangar3 hangar4 hangar3 hangar4
dirt dirt lift dirt dirt dirt
psi psi psi psi psi psi
Base-psi.gif Base-psi.gif Base-psi.gif Base-psi.gif Base-psi.gif Base-psi.gif
Base-psi.gif Base-psi.gif Base-psi.gif Base-psi.gif Base-psi.gif Base-psi.gif



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

Added the details of this bug in several key places, not going to bother go through every type of facility to add a note that the stat on maintenance cost on all of them is irrelevant to the game.

--Sfnhltb 19:21, 28 February 2007 (PST)

Removed these comments from main page as it is answered already:

  • What happens to equipment, vehicles and staff when facilities are destroyed - Help
    • From what I think I've read else where in here, none of the equipment, staff etc are lost due to the loss of facilities... found it - here: Base Facilities (UFO Defense) -Phoenix 03 April 2006 12:15 (BST)

--Sfnhltb 19:37, 28 February 2007 (PST)

Very interesting discovery, Sf. Thankfully it's not a very impactful bug, as facility maintenance is cheap anyway -- maybe that's why it went undiscovered so long.--Ethereal Cereal 21:44, 28 February 2007 (PST)

Well, at a certain point in the game it might be useful to known - if you are building 5-6 listening post/interceptor bases using the following pattern:


quarters hyperwave stores lift hangar1 hangar2
dirt dirt dirt dirt hangar3 hangar4
dirt dirt dirt dirt dirt dirt
dirt dirt dirt dirt dirt dirt
Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif
Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif



The bases maintenance would be 20k each, or 100-120k/month for all of them. If you happened to build them all with this pattern:


dirt dirt dirt dirt dirt dirt
dirt dirt dirt dirt dirt dirt
dirt dirt dirt dirt dirt dirt
quarters hyperwave stores lift hangar1 hangar2
Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-hangar3.gif Base-hangar4.gif
Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif



This variant would be 175k each, or 875-1050k/month for the lot.

Towards 1 million a month at the expansion stage of the game could have a fair impact on your progress, it wont cripple you, but it will slow you down some.

Of course thats pretty much as extreme as it can get on the unevenness - because you are filling either all the cheapest squares, or all the most expensive, and it would be rare for anyone to happen to build like that.

--Sfnhltb 23:54, 28 February 2007 (PST)