#1: Kll-Kp-Qua

; Exploring K240, a disassembly project

planet3.mgl

alienp5.mgl

The Kll-Kp-Qua are the default alien in K240, and generally considered the easiest.

  1. Unique traits
  2. Buildings
  3. Building strategy
  4. Missiles
  5. Ships
  6. Starting resources
  7. Colonization strategy
  8. Mining strategy
  9. Population
  10. Spying
  11. Scouting
  12. Tactical
  13. Art inspiration

Unique traits

The Kll-Kp-Qua are immune to radiation. They have no buildings to reduce radiation, and suffer no penalty due to radiation. Nor do they have any specific buildings for air or water.

Buildings

Each alien building has a name, a type (as it counts on a spy satellite report), Hit Points, build time (in days), a height (for the purpose of scaffold), a width (1, for one-square, or 4 for a 2x2 building), a softcap (buildings marked ! have a hard cap instead), and the building at the equivalent position in the Terran building list.

Name Type HP BT H W Cap Equivalent
Hive General 8 10 3 1 4 Living Quarters
Power Store Power 16 8 1 1 2 Power Store
Ore Storage Chamber General 8 10 1 1 1 Storage Facility
Power Collector Power 5 5 2 1 3 Solar Panel
Science Hive General 16 35 3 1 1 Decontamination Filter
Weapon Plant Offense 20 18 1 1 1 Weapons Factory
Mine General 15 14 3 1 3 Mine
Screen Generator Defence 28 45 2 1 1 Screen Generator
Missile Bay Offense 10 24 0 1 3 Missile Silo
Communications Tower General 32 40 3 1 1! Sensor Array
Turret Offense 20 30 1 1 1 Plasma Turret
Turret Offense 20 20 2 1 2 Photon Turret
Data Hive General 15 50 3 4 1 Seismic Penetrator
Power Converters Power 28 25 3 4 1 Powerplant
Queen’s Chamber General 100 16 3 4 1! Command Centre
Ship Construction Factory Offense 28 20 2 4 2 Construction Yard
Landing Pad General 8 12 0 1 3 Landing Pad
Turret Offense 16 16 1 1 3 Laser Turret
Hibernation Hive General 32 16 3 1 1 Resiblock
Protein Plant General 20 10 3 1 2 Hydroponics
Communications Tower
Communications Tower Unknown at this time. No more than one can be built in one asteroid.
Data Hive
Data Hive Increases the chance that the colony will spot a Terran spy satellite. The colony has a cumulative 1% chance per day to spot one spy satellite, with a base rate of 1 attempt per day. Each Data Hive grants an additional attempt per day.
Hibernation Hive
Hibernation Hive If the colony growth (+5 population per day) would put the population over Hive capacity, 2 new population per day instead go to the Hibernation Hive. Each stores 600 population. Colony ships draw from hibernation.
Hive
Hive Each hive increases the population capacity by 200. If the last Hive is destroyed, the colony is destroyed.
Landing Pad
Landing Pad At least one of these is required to build ships.
Mine
Mine Required to mine ore, although they do not need to spend ore to build anything. At least one mine or Ore Storage Chamber is required to build ships. Capable of mining all ten ores.
Missile Bay
Missile Bay kll_missile_silo_anim Required to build and launch missiles.
Ore Storage Chamber
Ore Storage Chamber At least one of these or one mine is required to build ships. Does not actually track how much ore has been mined.
Power Collector
Power Collector Must have one of these or a Power Converters to mine ore.
Power Converters
Power Converters Must have at least one of these to build ships or missiles. Must have one of these or a Power Collector to mine ore.
Power Store
Power Store Unknown at this time.
Protein Plant
Protein Plant Required to sustain population. If there is no Protein Plant, population decreases by 1 each day and build priority is set to cluster 6 (two Hives, Hibernation Hive, and Protein Plant){:.left}.
Queen’s Chamber
Queen's Chamber The strongest building in the entire game, with 100 hit points. Technically equivalent to the Terran Command Centre, rather than the CPU: no alien builds a CPU, since they establish clusters of four buildings to start a colony. Human players prefer to build their colony themselves. If the Queen’s Chamber is destroyed, the colony is destroyed. Only one is built when the colony is established.
Science Hive
Science Hive Identical in function to the Data Hive. However, the alien will never actually build this.
Screen Generator
Screen Generator Appears to work in a similar fashion to the Terran screen generator, but further analysis is required to determine if there any differences. The standard screen generator halves damage; with this, the Queen’s Chamber must take the equivalent of 200 damage to be destroyed.
Ship Construction Factory
Ship Construction Factory At least one of these is required to build ships. Maximum of 4 per colony. Can build large ships too.
Turret
Turret Laser turret. Deals 2 damage, same as the Terran turret. Fires on an 8-day cooldown.
Turret
Turret Plasma turret. Deals 4 damage, 20% weaker than its Terran equivalent. Fires on an 8-day cooldown.
Turret
Turret Photon turret. Deals 6 damage, 25% weaker than its Terran equivalent. Fires on an 8-day cooldown.
Weapon Plant
Weapon Plant At least one of these is required to build ships or missiles.

Building strategy

Each Kll-Kp-Qua colony attempts a new build every 60 days. They do not require any currency or resources to do so. Unless there is an urgent need, they will randomly attempt to build one of the following clusters of four buildings:

That building on #7 is a dummied-out Kll-Kp-Qua deleted building. Its equivalent in the Terran building list is the Anti-Missile Pod.

If they attempt to build something which has already reached the soft cap for that building, there is a 20% chance they will ignore it and build it anyway. Exceptions are the Queen’s Chamber and Communications Tower, which are hard capped at 1 per colony.

They will build Cluster 6 instead of random if there is no Protein Plant, and Cluster 5 if there is no Power Converters or Power Collector.

Missiles

Each Kll-Kp-Qua asteroid attempts to build new missiles every 25 days. They must have a Power Converters, Weapon Plant, and Missile Bay. If so, they roll on the following percentile table and build that missile, unless they already have 5 of that missile. No ore or currency is required. The “Yield” here is what it shows as on a spy satellite survey.

Missile Build Yield
Explosive 39% Low
Area Explosive 28% Med
Scatter 12% High
Napalm 7% Med
Virus 6% Other
“Bioweapon” 5% Low
Nuclear 3% High
“Bioweapon”
A special missile replaces Vortex on the Kll-Kp-Qua’s list. It is unique to that race, and causes a blue flash and rare sound. Its effect is to reduce the population of the target asteroid by 20. It is rarely a threat since they only have a 5% chance to build one each time and only to a maximum of 5 per asteroid, meaning it can only reduce your population by 100 per missile strike.

Trivia:

Ships

To build ships, the Kll-Kp-Qua colony requires at least one Power Converters, Landing Pad, and Weapon Plant. It also requires at least one Mine or Ore Storage Chamber. They require at least one Ship Construction Factory, and production speed increases with additional factories, up to a maximum of four.

Each ship an Armour value, speed, number of hardpoints (sometimes erroneous), ID number in the game code, chance to build, build time, and up to six hardpoints. The names here are arbitrary and do not appear in the code.

Name Armour S H ID Bld% Days HP1 HP2 HP3 HP4 HP5 HP6
“Fighter” 10 2 1 3c 16% 35 06 0b        
“Light Warship” 20 2 3 3d 40% 35 06 00 05      
“Tanker” 80 1 0 3e 16% 30            
“Scoutship” 10 2 1 3f 11% 15 05          
“Heavy Warship” 40 1 4 40 8% 45 05 06 02 01    
“Rotator” 20 0 0 41 5% 20            
“Transporter” 20 0 2 42 2% 95 00 07        
“Battleship” 60 0 6 43 2% 95 05 06 00 01 0a 02
Ship $3c “Fighter”
kll_ship_small_1 A small ship with 10 Armour and two hardpoints: a Photon Cannon (6 damage) and a unique hardpoint $0b, whose effect is uncertain but appears to cause the ship to move (perhaps to another colony) and patrol. The game code describes it as having one hardpoint, but it has two if this unique hardpoint is included.
Ship $3d “Light Warship”
kll_ship_small_2 A small ship with 20 Armour. It has a Photon Cannon (6 damage), an Ion Cannon, and a Laser Cannon (2 damage).
Ship $3e “Tanker”
kll_ship_small_3 A slower ship with 80 Armour and no hardpoints. Its purpose is unknown.
Ship $3f “Scoutship”
kll_ship_small_4 A scout ship with 10 Armour and one hardpoint, a Laser Cannon (2 damage). Each colony sends out a scout ship every 70 days.
Ship $40 “Heavy Warship”
kll_ship_med_5 A slower combat ship with 40 Armour and 4 hardpoints: a Laser Cannon (2 damage), Photon Cannon (6 damage), a Disruptor and a Napalm Orb.
Ship $41 “Rotator”
kll_ship_med_6 An immobile rotating triangular station with 20 Armour and no hardpoints. It grants one addition chance per 16-day check to spot spy satellites, same as a Data Hive.
Ship $42 “Transporter”
kll_ship_transporter A transporter with 20 Armour and two hardpoints: an Ion Cannon, and a Plasma Cannon (4 damage). Only ship of this race equipped with Plasma Cannon.
Ship $43 “Battleship”
kll_ship_battleship A battleship with 60 Armour. Its six hardpoints are a Laser Cannon (2 damage), a Photon Cannon (6 damage), an Ion Cannon, a Disruptor, a Deflector, and a Napalm Orb. The Deflector halves damage it takes, effectively giving it 120 Armour.

Starting resources

When fighting the Kll-Kp-Qua, the Terran player starts with:

The initial Kll-Kp-Qua colony has the following building clusters:

They begin with the following ships:

Colonization strategy

Each Kll-Kp-Qua asteroid has a 100% chance to attempt to start a new colony once every 200 days. It takes 80 days for the initial colony to begin functioning, and 40 days for each new colony.

Unlike the Terran player, Kll-Kp-Qua colony ships actually carry civilians. The transporter loads up to 200 colonists from the Hibernation Hive, quietly rounding that number up to 50 if it’s lower.

When the Kll-Kp-Qua start a new colony, they build the following cluster of four buildings necessary for survival:

Mining strategy

Every other day, as long as there is at at least one Mine, and least one of either Power Collector or Power Converters, the Kll-Kp-Qua can mine. They mine one unit of five randomly chosen ores. They do not need Ore Storage Chamber to mine, nor does anything track the amount of ore they have mined, although it will deplete the asteroid of ore as normal.

Population

Population grows by 5 per day, as long as there is at least one Protein Plant. If there are no Protein Plants, population instead decreases by 1 per day. Each Hive can store 200 population. If population would exceed Hive capacity, two population are added to hibernation, with a capacity of 600 Hibernation Hives. It is probable that hibernating population are not counted in Intel reports. The colony must have at least one Queen’s Chamber or Hive or be destroyed.

Spying

Each colony has a daily chance to spot one Terran spy satellite in orbit and shoot it down. The chance begins at 1% and increases by 1% per 16 days. Once they shoot a satellite down, the chance drops to 6%.

The daily chance is increased by 1% per 16 days for each Data Hive and each of the triangular rotating ships.

Scouting

Every 70 days, each colony sends a scout ship to explore a random sector of space.

Tactical

The last minute intelligence says “Look for the pattern in the enemy attacks. It is very predictable.” Is it?

Each established Kll-Kp-Qua colony has a 16-pixel sensor range for detecting missiles. If a Terran missile or spy satellite passes through sensor range, even if it isn’t targeting an alien asteroid, the alien retaliates with a missile strike. The retaliation is performed by a random alien colony, and against a random Terran colony. Subsequent retaliations are delayed by twelve days divided by the number of established alien colonies. A single missile strike can trigger multiple retaliations if it remains within alien sensor range for longer than this.

The retaliatory strike consists of a quarter of its missiles, maximum 10, chosen at random. In practice, they only have a maximum of 5 of each of 7 types, the maximum will be 8. Following a retaliatory launch, the chance of spotting a spy satellite in orbit (if there are any) increases by 1%. An 8-day timer is set, probably for a graphical or audio effect.

Each colony has a 40 pixel sensor range for detecting fleets. Every 16 days, if a fleet is detected, the colony will build a new defensive fleet of 0 to 14 ships, provided there are at least 8 ships at the asteroid. If there are no Terran fleets detected in range, they will instead build an offensive fleet of 0 to 19 ships, provided there are at least 15 ships available. If there are no ships available, they will instead attack a random colony with missiles as above.

Art inspiration

The Book of Frank Herbert

The design of the Kll-Kp-Qua appears to be inspired heavily by an artwork by science fiction illustrator Peter A. Jones, which graces the cover of Panther UK’s 1973 publication of The Book of Frank Herbert (ISBN 0-586-04644-5). It is a collection of ten short stories. It appeared on page 45 of Jones’ 1980 art anthology, Solar Wind.

The individual depicted in that artwork appears in the short story The Gone Dogs, which originally appeared in Amazing Stories, November 1954. He is a Vegan, a seven-fingered alien species from the Vega star system:

“When Trent arrived at his bachelor apartment that night he found a visitor, a tall (almost seven feet) Class C humanoid, head topped by twin, feather-haired crests, eyes shaded by slitted membranes like Venetian blinds. His slender body was covered by a blue robe, belted at the waist.”

The lore for the species is written separately, and is unrelated to the original story. For example, in the original story, the head plumage seems to be part of the creature’s body, whereas in the K240 manual it’s described as a form of dress. Both species wear robes, but in the they are taller than humans, whereas in K240 they are less than 1 meter.

Peter Andrew Jones isn’t credited in the game for his contribution, but according to his Mobygames profile he did provide some cover artwork for various games in the late 1980s and early 1990s, including several Amiga games. In some cases his 1970s sci-fi cover art was later licensed for use in the game industry; for example, his 1974 cover art of King Kobold was used for the 1992 DOS game The Big 100.

Below is a comparison between the alien as it appears in the game, and the artwork:

Kll-Kp-Qua comparison


« Back to index page