Missile construction data
A disassembly of K240 reveals an 88 byte data structure at position $1d662, which stores construction data for 11 missiles, using 8 bytes per missile (three words, two bytes). This reveals no new information, but may be of interest if editing the game's missiles, and demonstrates which order the missiles are stored in for reference by other data structures (such as asteroid data).
|Name||Description||Cost (hex)||Ore type||Ore amount||Missile name|
The following missile effects were measured by firing missiles at a colony and measuring the damage by watching a location in memory using WinUAE. As some aliens may be resistant to certain damage types, this is not necessarily accurate. The effect of the nuclear missile on ships, the area of missiles, and the algorithm underlying Vortex movement and Napalm/Hellfire spread, have not been adequately measured.
|Explosive||10 damage. Strikes one square.|
|Area Explosive||10 damage. Strikes multiple squares.|
|Napalm||14 damage. Can spread to nearby buildings.|
|Hellfire||11 damage. Spreads well through densely packed buildings. May be able to strike the same building more than once.|
|Nuclear||16 damage, 43 damage to four-square buildings. Strikes every building on the asteroid, raises radiation, and can strike ships in orbit.|
|Scatter||10 damage, strikes over a wide area.|
|Vortex||Random damage of 2, 4 or 6 per hit. Vortex wanders randomly, for a random duration, and can split at random.|
Some aliens have special missiles which are not available to the player. Like with special ship hardpoints, these missile effects replace the standard missile effect for that alien. The following list is possibly incomplete.
|Vortex||Kll'Kp'Qua||Blue flash, reduces population by 20|
|Vortex?||Swixarans?||Blue flash, reduces population?|
|??||Tylarans||Gold spinning vortex|