Sitting here reformatting the Utopia K240* manual in Libre Office Writer for no reason. They wrote quite a bit about the ships. Ship computers are spec'd between 200-5000 MIPS. The Amiga 500 Motorola 68K was around 1.4 MIPS in comparison. Looking at modern CISC, a 2020 Ryzen Threadripper is apparently 2,350,000 MIPS.

But the ships probably need a stable CPUs hardened for space. Don't exactly need to solve mazes in space either.

*aka Fragile Allegiance for you PC folk.

The K240 manual (text at Lemon Amiga, scan at HoL) has these very '90s 3D renders which look nothing like the game sprites really. But it was rather hard to model at the time--I made a fair amount of blobs with blobs on myself. With stretched projected textures. My favourite method was to draw a silhouette and spin or extrude it (in Imagine). Worked great for hard scifi ships with lots of radial elements.

Did a ref sheet for the K240 ships starting scaling the blueprints, and discovered that the manual is doing the sci-fi thing where ship sizes are just haphazard numbers and volume in not understood. Looking at the game relevant specs, like weapon slots, HP, ore cost, lengths should probably increase like 10, 15, 20, 25, 30 or something.

Combat Eagle: 30 HP, 10m, 2 slots
Fleet Battleship: 70 HP, 92m, 6 slots

Fleet tactics were ultimately made kinda irrelevant in K240 due to Asteroid Engines.

I guess if the ship hulls are just like balloons, then a larger ship might not be more powerful.

If the shield modules negated damage like in Master of Orion 1 then it might be worth it to get a larger ship. But in K240 the shields just add hit points. There's also a bug where repair towers make shield boosted hit points overflow to 0 and kill the ship.

K240 has a lot of hidden info, which isn't good for a strategy game. But it's cool to build stuff on asteroids and see the ships fly around.

Rescaled the K240 ships based on gameplay feel and doodled a bit of nonsense detail on them.

Typing enter nasa enter will spawn cheat ships. At first I thought the Fleet Battleship would be able to 1 on 1 an enemy colony since I got it by cheating so early and the sprite is quite large, but it's just about as powerful as a few of the small ships.

Repixeled the K240 buttons and the Fleet Battleship.

I think the game is 14 colours + two anim flash, and a bitmask (so 17 colours including background transparency). But it might be 32 colours if it uses a sort of half-brite mode for the GUI dimming. Dimming could be done in 16 colours with palette and blitting operations as well I suppose, if the palette is organized properly.

A 1-bit 2 colour screen at the bottom for hover-over text and messages would've been nice. Game insisted on 320x200.

@androidarts please how can I try this game out? :)
@thomas_klopf FS UAE or WinUAE, with kickstart ROMs and the three K240 .adf disk files... which are hard to find... I think they're in the Amiga TOSEC on Archive. It's a bit convoluted to actually play though with lots of mystery meat buttons, setting budgets and such. Master of Orion 1 is the better game imo.

@androidarts It seems to be 32 color, at least when a dialog box is up - there's a second, darker palette for this purpose.

Normal 16-color palette is 000, 666, 444, 222, 09F, 038, D60, FC0, 700, C00, 060, 0C0, FFF, CBB, 700, FF2. The last two swap periodically. Colors 16-31 are a copy of the first 16. I think color 0 on sprites is transparent.

When a dialog box is up, the first 16 colors are a dark palette of 000, 222, 111, 000, 023, 012, 310, 330, 100, 300, 010, 030, 333, 322, 100, 331.

@androidarts My guess is it runs in 16-color mode most of the time for speed, but since the game is paused when a dialog box is up, it switches to 32-color mode to use the other 16 for the dialog box background. It will also switch to dark palette for the entire screen if the game is left idle, as a screensaver.

@cureneckbeard Hmm... since the greys are early in the palette I'm somewhat wildly guessing it might be blitting using 2 bitplanes for the asteroid iso terrain (and starfield), and that's why the terrain is a bit simple and hard to read.

I don't think there was an Atari ST version... many cross-released games were unfortunately kept strictly 16 on the Amiga too. I thought it was the case with K240 until I noticed the shaded windows.

@androidarts Maybe not, because green and blue are also used for Virus-affected terrain and Anti-Virus affected terrain, respectively, and those are further up the palette.

But yes, it was Amiga-only, perhaps because it was a 1994 release.

@cureneckbeard Not just the virus terrain...I guess the buildings would sometimes go behind the rocky grey terrain so everything would need to be blitted top-bottom. You'd need a switch per-tile, and then zero out the other two bitplanes where the rocks overlap the buildings, using just the mask. But it does probably help to not having to read as much from chip and just directly write zeroes instead. Might be possible to test by looking at mem pressure of a blank asteroid vs one with hangars.