Release V1.5.9.0 – New Major Version

Dear Players,

We just pushed to the folders a new version for all platforms (Windows 10 is under certification process)

Here is the release notes of this version:

Main Scene changes
  • Cockpit Interface Removed – By selecting “New cockpit scene” into Graphics option you enable this mode.
  • New main scene – Now build icon allow to switch from views without using Cockpit
  • New main scene – New tool tips for list of interfaces actions
  • New main scene – Now “Back” return to 3D view (in place of cockpit)
  • Remove Cockpit reference from text button (Back to cockpit became Back)
  • Correction on new main scene view when clicking on icon Build on planet, and icon Galaxy view

Unit resize

  • A global rework got made for all the size of engines. Now the size is depending from Technologies and no longer from 3D model.
  • Resize models to adapt scale according size of units and area (space/planet)
  • Feel free to report any issue on model size according a planet or space.
  • Following specific corrections got implemented on models:
    • Add missing texture for D.Blade and change size
    • Resize Veloce.Tk and Rocket.TK
    • Correction model Radar S223
    • Correction texture for E210 tracks
Play mode / New features / Changes:
  • Refactoring search position for move orders on planet and in space
  • Unit movement stay with bezier movement in space, but now use a waypoint path finder in planet
  • Change way the path finding is searching a position from start to end (to avoid having tank locked after exiting station)
  • Manage order “dismantle” when a “destroy” is requested to a station/city (a ship is required to act the order)
  • You can now dismantle statics units (ie: city halls)
  • Change constant for units access on planets,
    • now tank can access slope up to 45° (was 25°),
    • flying extractor can access slope up to 65° (was 45°),
    • ground extractor stay at 20°,
    • Building is possible at 15°,
    • Flying units can move to any position.
  • Change VR enable/disable keys from V/N to Shif V/Shif N
  • Add a check limit feature by Shift L – a chat message report if a warning on amount of cities according headquarters is detected
  • Add an automatic check at start to check if a player have too much city halls (to request to dismantle it – otherwise maintain cost reduce player money)
  • Add chat message during play:
    • when a player is already connected into the area
    • when a player just connect the current area
    • when a player leave the current area
  • Ships no longer follow heightmap under water on waterplanet
  • Tank can no longer move under water
  • Ships can no longer build under water – buildgrid exclude underwater on waterplanet
  • Tactical view – New way to handle new icons units from new mission
  • Fog of war – Add refresh view for units entering environement
  • When a build order is sent and that no more builder is available, the view return to 3D and no longer to cockpit
  • List of installation is hidden when view Galaxy view is requested
  • Default value of Galaxy view height is increased to maximum for a Galaxy overview
  • Correction pointer on Astero when leaving env
  • Destroy ghost units when leaving env
  • Correction when trying to build an headquarter on region already owned. Now show “this environment or area already have an headquarter”
  • Correction bug when building a ship that was refused on planet if the buildgrid is not loaded
  • Adding message text when a build of oversized unit is selected for factories that do not have a hangar matching
  • Setting not active vehicle that have order VehicleInConstructionStopped
  • Setting active vehicle that have order EnterIntoStation/EnterIntoVehicle (not active only when InStation/InVehicle)
  • Setting FogOfWar on clear view (remove dark fog of war), adding Dispose and clear methods when leaving environement
  • Correction for GetAllFactories/Laboratories to limit to actives list of units
  • Now environement is destroyed before leaving the game
  • Add Imperial systems into Jumpgate list on galaxy map
  • Remove Jumpgates from non friend from jumpgates list on galaxy map

Technologies Databases changes

  • Space Factory can now build ships up to 5
  • Size modification for C9 Destroyer (from 4 to 5)
  • Size modification for X60 Cruiser (from 3 to 2)
  • Planet HQ removed from player techno (and set to Empire Techno)
  • Space HQ price set to 400M credits

Securities

  • Add security to avoid crash on leaving systems
  • Add security to avoid wrong load according systems
  • Add security to avoid unit hiden to be hiden on movement
  • Add security to avoid crash on creating tactical icons when an unit got destroyed
  • Add securities/corrections for large amount of units move on planets

Bug corrections

  • Correction for energy link to manage cities – check if that your city hall is well connected
  • Correction height of small units in space that was different than bigger units
  • Correction to avoid unloading tanks in space
  • Crash correction when a path finding thread is launch on planet
  • Crash correction for Grouping algorithm when searching for more that 2 thousands positions
  • Correction to receive correct amount of headquarters from server
  • Correction to manage Cities into reserved build grids cells
  • Remove reserved  cells from buildgrid when a city is dismantled

Server Correction:

  • Crash Correction when entering a system during battle

Release V1.5.7.0 – Headquarters build enabled

We are glad to announce the 1.5.7.0 release including capability to build Headquarters into the galaxy.

Building an Headquarter into a system allow players to own a full sector of the galaxy. The name of the player is shown as Owner.

It also allow differents capabilities like:

  • Building your own Jumpgate into the same system and send any ship to any system into the galaxy that have a single jumpgate (one way), or an other friend sector (an other headquarter) to create hyperjumps way to made instant travel over the galaxy.
  • Building more cities (5 more per headquarter) and then generate more tax incomes.

The limit is set to 5 headquarters per player. So group/guild of players can own full sectors of the galaxy.

A headquarter can not be build into an Imperial Sector (where an Imperial Base is present) or Near an Imperial sector (all sectors joined)

This release also include bugs corrections and a release for following target:

  • Windows 7 for X64 and X86
  • Mac OSx
  • Linux for X64 and X86
  • Windows Store version is under certification process

Server Update – Clean up and HeadQuarter changes

Hi all players,

We just did a server maintain for following changes:

  1. Clean up the wrong datas present into the server.Since last server crash (jully) a wrong amount of cities was present into the server. So some players was not gaining money thanks to citizens taxes.

    Now the server is clean, and each account have the correct amount of cities. Anyplayers that had more cities than the level 0 limit (5 cities) got the amount reduced to 5.

    Now all players should gain money thanks to taxes.

  2. Technology Update for preparing the next client release

First we removed the planet Headquarter from players techno and add it to Imperial Technos, this mean that no players will be able to build it

Second we changed the cost to build an Headquarter and we set it to 400M credits (previous was 80k).

Any Headquarter already present into the galaxy got removed to align all players

You will be informed when then new update will be released to enable the Headquarter building capability.

Windows Store – Update needed

As some players using the Windows Store could have a “Bad version” error when connecting the game  – we will explain by this post how the mechanism is working.

First of all, when a new version of the game is released, we some times require that this version became Mandatory. This mean that when the previous version contain a Major issue, we then require that all players got a new version to avoid that Server or Other players use or meet this issue.

So when we release a new version, we need to send it to Microsoft for Certification.

This is a normal process as microsoft need to validate the product sent, verify that it work properly on all designed platform and that it respect the industry and microsofts standards.

For more details, please visit this link that explain what is the Microsoft App Certification

Now, this certification could take few hours and up to 3 business days (Sunday not include), according US time. So depending on when we push the version, it take up to 5 days to have the version online.

When the version is online, it is not automatically sent to all the players, as this mean up to 1.7Gb of data (~600Mo for each platform – x86/x64/ARM) and it sometimes require to manually force the update.

So start the Microsoft Store then click on upper right to “Download and Update” (Téléchargement et Mise à jour”)

You should then have the list of product installed into your computer, including “Unity Space Conquest – Alpha”, including the version and the last update date.

You can now click on “Obtain update” on upper right, and then it should download the new version.

If no version are download and that you still have “Bad Version”, it then mean that the product is still under certification process and that you need to try again later on.

 

 

 

New version 1.5.1.0 – Alpha 2

Dear followers,

We are glad to present you our 2018 version of Unity Space Conquest.

This version is just sent to certification and will be available next week into the Windows Store (update: Version is now updated).

UPDATE: Now center of the galaxy can be reach with constructors to conquest up to 30 000 open systems

This is the first version including capabilities for players to protect their systems with static defences on spaces and on planets you own.

Battle management is now open, so you can select the target for each unit you own and select/move your units on the tactic view by groups of units with a one click selection.

The Fog of War is also enabled, and each unit that your radar see at a time is automatically “ghost” when it move over your field of view. The ghost is automatically removed when the transponder of the unit appear again into your radar (at the same or a different position). This feature can be jammed by certains kind of units.

It is also possible now to build cities on planets, and space, up to 5 per players at the first level.

Level of players is according amount of headquarters build into space, each headquarter can be build on unknown sector and allow the player to build 5 more cities.

Take care that the information that a player is building an headquarter is shared with every other players on the Galaxy view. So it is like a light on the night. You can now be attacked 🙂

On the other side, we also open access to planets, and players can build biggers cities on planets, tank factories and tanks to defend it or plan to attack others players.

It is also possible to extract resources on planets and asteroids of up to 15 differents kinds of ressources. Each stock extracted is stored into your units or linked bases/warehouses. But for now the stock management had to be postponed to next release.

A new build grid, allowing multi-build, is now available. It show the landscape capabilities according the heightmap. This is also enabled on space to avoid building bases at position of asteroids.

We added into this version a dozen of differents tanks to allow landscapes battles. Some are for radar, jam, or aerian/terrestrial attacks. You can discover it and test it during battles.

Of course we are still on Alpha version, so feel free to report bugs and/or request access to the beta group of users by visiting the Link section.

This year release is now over, so the next story board is for 2019, and we still have a ton of features to implements, to allow trade, new interfaces, mission management, stock management, transport of stocks, hydrogen management and dozen of other new features.

I would like to send a special thank to Kevin and Lukaz that did great work on the current release during the past 6 months.

 

 

 

New Alpha version 1.4.5/1.4.6

This week we did a server update to handle ressources extraction and positions from server side.

On client side, you have the version 1.4.5 available into the Windows Store that include the fog of war working from Unity update at each frame.

The beta testers have access to the version 1.4.6 available into the drive folder, with the same fog of war but working from backend process.

This version also handle optimisation on backend process to access all elements during battles, build, move order, radar, fog… The optimisation ratio is from 1000 to 100 000 faster than the version 1.4.5.

The version 1.4.6 will be pushed to the Windows Store next monday.

On server side, we met a big bang issue on the database and we restore a backup from monday 18 jully for the 2 regions where players start the game.

For the rest of the galaxy, it is possible that you lost all existing units on the server. We are sorry for this result but it allow us to stabilize the server binairies during this Alpha version.

Alpha Version 1.4.2.0 Into Windows Store

We just sent for certification the current version 1.4.2.0 to Microsoft Store. It is now available.

This version include procedural generation of planet, resources extraction, ability to build and use landforces, cities and many new graphical features.

Feel free to test is and request access to the Alpha test program

2018 Universal Contest

By 2018, we sent a registration to the Universal Video Contest.

Here is the pitch we sent that can now be published:  https://youtu.be/lO4e7JNSPJk

Finally here is the resut of the contest: https://blogs.unity3d.com/2018/05/31/universal-gamedev-challenge-finalists-see-the-six-winning-submissions/

Registered for Microsoft Windows Play 2017

We finally success to pass all the steps to participate to the 2017 Microsoft Contest for the PC Game section and got our ticket. The result will be sent by Microsoft on February.

Update: Result if now available, and we did not got selected, BUT a scify RPG game “Stellar Conquest” win the grand price. It is a good news for sci-fy video Games 🙂

So the game is online, free and available for all Windows 10 players (For Seven players need to request access to the Drive)

https://www.microsoft.com/fr-fr/store/p/unity-space-conquest-alpha/9n3v0vcsp7jz

Some bugs are present, and can be added/tracked on http://www.hostedredmine.com/projects/unityspaceconquest

A new team will start on 2018, mid February, to enhance the product mainly on features and on the Commander part of the game (battle management with and without VR).

More versions to come on 2018 🙂

New version v0.35.3

 

We just released a new version that currently is under certification by Microsoft to be available on the Windows Store. This process can take a long time, so we continue to deploy new versions during that time.

Some news around the game that now can be tracked differents Web Site:

Now the release notes since last update on regards of users usage:

  • [Add: change scenes for multiple loading screens
  • [Add: display random loading screens
  • [Add: Audio Source into Setting
  • [Add: Blaster Plasma and Missile according unit module with effect and sound
  • [Add: Add a “S” key that allow to test shoot range of units (shoot all units on range) – no damage at all, only visual effect
  • [M: Texture size set to maximum for standalone, 512×512 for Android
  • [M: Modif proces for registration according Windows Store returns – now register on existing account try to login with provided log/pass
  • [C: Time of move for vehicle was wrong – now including all way points
  • [C: Construction of Jumpgate/HQ no longer possible
  • [C: Disable sound, and tutorial off was removed on setting
  • [C: User List screen (dove offer list) was shown on center
  • [C: Top Icon bar show info according share level with other player
  • [C: Config: Select only items on screen resolution not allready added

For download, please refer to this link