Crew Management – Settlers needed

The new version 3 of Mankind now enable the requirement of Crew for all units.
Until now it was not required to have settlers to build units (Cities/Stations/Vehicles) so they all need settlers to be built.

Build interface

The new version 3 now require Crew, settlers, to be able to build any kind of units. For that any new player start with a Vibz (full of 1750 settlers) and he is able to buy on imperials bases, a Vibz, a Shuttle, or a Fleet Factory Auxiliary that will be full of settlers.

Then the only way to have new settlers is to build cities that will have citizens and produce Workers.
For that we added 3 level of technology for the Cities, allowing to build from Town Village to Mega cities of hundreds millions citizens. Take care your citizens require to be happy, safe, heathly, employed, and you need to provide food on the base linked to the city. You will require to choice selling food to the Emperor or having Settlers for your own Empire.

It is under reflection to add into a further version the ability to train on Cities Academies the settlers for differents kinds of specialities (Enginners, Soldiers, Fleet Soldiers, Fleet Crews..) to increase the efficiency of your units.

For now only settlers can be set to units and are needed to build any kind of units.

Settlers needed to build a unit ingame

By the way all existing ships (not the stations/cities) built on the V0/V1/V2 versions, about 4 millions vehicles, got a status “dead crew”.

Status Dead Crew

All theses ships can be view, moved, loaded or refilled with crew by anybody, and have enough settlers to refill it.

Icon SubSystem Failure

None of the units with the status “dead crew” can receive an order different than “move” or “dock” into the current area. So the units stay on the current area until someone refill the crew.
It is the lost fleets on the galaxy, it create a new role for players willing to catch and dismantle or resell units abandonned by players.

As the sub system management handle the probability of failure during a battle, it is also possible that during a fight your ships got the dead crew status. Specifically if the Intertia Compensator stop to work. In that case the ship became un-usable as any unit without crew.
So we added a new class of ships, Auxiliary, where the specific design is to be able to repair, recrew or recycle units during campaigns.

A ship with a dead crew, have all theses guns disabled, it can move, but slowly, and it can also be dock into one of your ships or hanger.

Now the differents possibilities to recrew a vehicle that have a status Dead Crew:

The first possibility is using the Repair order from an other vehicle, class Builder or Auxiliary, to “repair From” or to “repair To”.

Repair From: If you have ships with crew on the current area, simply select one or many units having the status “Dead crew” (your or from any player), then clic the new icon “Repair/Add Crew”. All your repair class of ships will move to the selected ships and will first add crew then continue by repairing the unit. You can do it up to a selection of 500 units.

Repair From

Repair To: If you want to select specifically what unit to repair, you can then use the same classes of repair ships to give them an order “Repair/Add Crew TO”. Then clic the specific unit you want to repair. The selected ship will move to the target and then repair it.

Repair To

The Second possibility is using the Hanger of an unit able to have crew on it, like the new Class Auxiliary, or into a station linked to a base.
You then require to dock the units to repair in it, then open the Hangar interface, go to the detail or the hangar, select one ship or the global class of ships and clic on “Add Crew” icon.

Details from Base

You can also link your Constructors or Auxies to one of your bases (that now have ability to handle 150k settlers).

New version 3 plan – Galaxy Map and release Date

New Galaxy Version 3

Happy new year 2022! In preview, here is the latest news about Version 3 of Mankind.

The galaxy is going to be extended to allow more capabilities for new and old players.
As we are still on beta, we made a compromise between the number of systems and the amount of players.
An event will take place when the area at the bottom right of the galaxy opens.

On term of quantity the galaxy totaly include about 2 Millions planets dispatched into more than 333 Thousands systems.

At all the galaxy will now be open at 25% (~10 000 regions with a total of 81 532 systems opens)
To compare values – Alpha version had 3% of the total regions.

On terms of quality, we added a territory management on that galaxy, each sector of the galaxy can be reach by specific islands of systems at the cross of the frontiers.
By the way, theses islands can be reach only by super colony ships (Wonder Tech) and by the new cargo Erika.TK capacities (able to jump up to 1750 parsecs) until players colonize it and/or install their own Jumpgates.


We also added 3 new imperial bases on the bottom right area – and the new players will be able to select to start the game on the Sandbox (Bifea), or the external border (Bottom Right).

The version 3 of Mankind will also include:
– 181 models of buildings, cities and ships to colonize the galaxy,
– All buildings and ships will require Crew (Settlers for now) to be built,
– The Decay will be enabled – after 12 Weeks without login – the Cities/Stations will be vanished and the ships will wait someone to refill Crew
– The Crew management will be available, capability to collect ships without crew from others players (Crew dead during battles, or due to Decay)
-A global re-design of all the units requirements (resources/cost to be built/researched), and capacities (structure, cargo, hangar)

The release date is planned for 15/01/2022

New Battle Management Design

On regard of the incoming Beta version it seem important to explain the changes made on the battle management.

First of all, the new design of units include different types of arms and different types of armors.

Each arm and missile is designed to a maximum level of Armor. So if a missile is shooting a higher level of Armor than this maximum value, the chance to pierce the hull is reduced by 50% for each level of armor missing.

So for exemple, the ShadowAmper is equiped with a Laser SL F.8, it shoot 2 lasers each 2.5 seconds of 15 power each (30 max) and it is able to pierce a hull Level 2 – Medium maximum.
So against a BattleShips the ShadowAmper will have in the fact an efficiency of 7.5 points of damage per shooting sequence (each 2.5 second) and not 30.

SL F.8 Laser

So each Station and Engine is equiped with a level of armor on regard of it s technology.
Armor Level 0 – Non armored unit – mean that the building is just using standard materials, Iron, Rock, (ie Planet Building like cities)
Armor Level 1 – Light Armored units – mean that the building require a titanium structure
Armor Level 2 – Medium Armored units – mean that the building require advanced structure on iridium
Armor Level 3 – Heavy Armored units – mean that the building require structure on bounatium and Iridium
Armor Level 4 – Super Armored units – mean that the building require structure on bounatium, iridium and tritium

As basic first implementation the level of Armor is currently set according the technology Level as describe here for the Stations and the Cities and will be shown into the game into a next version:

Universal – Level O
Terrestrian-T – Level 0
Space-S – Level 0
Terrestrian-T2 – Level 1
Space-S2 – Level 1
Space-S3 – Level 2
Space-HighTech – Level 2
Space-HF – Level 3
Urban – Level 1 for Stations – Level 0 for Cities
Urban-U2 – Level 2 for Stations – Level 0 for Cities
Hydrogen – Level 3
Refine – Level 3
Wonder – Level 4

As additional parameter each battle now include the Missile / Anti Missile concept and the SubSystems concept.

The anti missile defence is based on the concept of the battle wall. Bigs ships have to be equiped with small ships (ie Cruiser) that will enhance the anti missile defence. Each anti missile will first try to shoot incoming missiles that target the attached canon, but if no missiles are shooting him, it will try to shoot missile in range incoming to friend units.

The SubSystem concept is the idea that each canon, individually can be destroyed by an other arm that success to pierce the hull (Same or higher level).
So each time a missile is piercing the hull, it have a chance to destroy a subsystem. For example if the subsystem destroyed is a Inertia compensator, the engine will stop a as all the crew members will be dead.
An other example, if the Power Generator is destroyed, the ship will stop, but it have also a change to explode before that the protection system stop it.. On that case the ship will explode at all.
If an engine is destroyed, the ships will slow down and will be late on the squad… and then and then.

SubsSystem

The only way to enable back the subsystems is to repair the ship until 100%. Take care that if you send your damaged ships from one system to an other, it have a chance that the crew members success to repair the damaged subsystems, but it also have a change that an other subsystem fail during the travel… and maybe explode at destination.

Think to it if you move Troops or Resources ships from systems to systems. It is far better to repair your ships and do not take any risk.

Resources required for Stations

The last version allow to enable the required resources to build units.

So here is a first definition of how this definition got enabled.

The Game contain about 18 differents ressources, common(from the Sand to Iron), average (from Uranium to Larium) and rare (from Silver to Deuterium).

All the resources can be bought/sold to an imperial base, and since last version, all the resources can be stored into the differents carge/wharehouse or into the player “profil bucket”.

So here is the definition for the stations we made:

On planet, any station have a fixed concrete according his size, so it require, sand, rock, water and iron to be built.

With the same logic, each unit got a resource requirement based on his capacities, armor level, structure, hangar, cargo, radar, housing, generator, electronic…

So this is defined for the stations, and we will apply the same logic to vehicles and cities.

Current amount of resources defined is subject to be modified according returns from alpha/beta players and according size of units.

To allow new players to build the first stations required to start the game, we will add into the player “profil bucket” enough resources to start the game.

Version 2.4 – Resources Management and newDesign

Hello,


Here is the design of the new resources requirement concept.
Each players have a “profil” account where each player can handle up to 3M tons of resources (+1M/Headquarter built).


At the account creation, each player will receive into this bucket a certain amount of resources to allow him to build the first stations required to start the game.
Each build of station or unit will first check on the availables stock link, then if no available resources are found, it will check on the “profil” account.


So a player with a simple “Constructor” will be able to build anywhere according the “profil” bucket.

The only way to “full fill” the “Profil” bucket is to forward resources to it from an imperial base or a player headquarter.
The only way to “forward” resources from this “Profil bucket” to a cargo is from an owned Headquarter (but not a base) and from an Imperial Base (under reflexion)

Forwarding resources from the profil account to cargo into an imperial base allow players to fullfill the profil bucket into an owned Headquarter then entering an imperial system and then sell resources without space movements.
The point under reflexion is about the advantage provided to players having an Headquarter and the fact they no longer need to move ships to Imperial Systems.
But on the other side, the players Headquarters are shown to all other players into the galaxy map… so a light-house for ennemies.

On the other side, it is under reflexion to allow to sell resources to the empire directly from the Headquarters (and not only from Imperial Bases).

So execepted the points under reflexions, this concept and the first “required resources” are setup into the “prototype-dev” servers (you can switch into the account setting to have a look)

When the exact amount of resources to add to the profil bucket will be finalized, this values of resources required will be added to the alpha/beta server.
For now only Stations on Dev server got a properly defined amount of resources.

Jumpgates Status – How to exit starting area

Unity Space Conquest include more than 200k space systems that can be close to or at the other side of the galaxy.

The galaxy is defined by a square of ~50 000 parsec including sectors (region) of 100 parsec sides.

To travel of the differents systems you have 3 way of jumping your units to hyperspace.

  • First way is the engine of the unit itself that include a capability of Hyperspace:Yes into the technology.

A value describe the amount of parsecs that the ships can travel, for example 50 parsec for a system to system cargo or 200 parsecs for a war ship.

When you start the game, you are on a safe area of the galaxy including 2 region of 100 parsecs.
You can send your units to all the systems of that safe area with one or 2 jumps with the engine of your units.

To exit the safe area or simply to send your units over the galaxy to a long range (over than the unit engine capability) you need to use the Imperial Jumpgate Network.

  • Second way is the Imperial Jumpgates

Each Imperial system include a Jumpgate that allow you to send your units from/to any imperial system whatever the distance.
The Emperor will just take a tax according the current price of the Deuterium. And the Imperial Jumpgates do not allow war ships, only civils one (cargo, constructors…).
To use it, send your ship to an imperial system, then select it, then on the galaxy view select an other imperial system and clic on “send your selection to that system”.
If you have enough money and that your ships is a civil one, then your ships hyperspace capability will be extanded by the jumpgate to an infinite value (if at least the unit have an hypercapabily engine).

  • Third one is the players Jumpgates

A technology “Hydro” allow the players to extract and refine hydrogen from planets.

That technology also allow to build  players Jumpgates Networks.

A jumpgate require Deuterium to enhance the engine of your units, when you build your own Jumpgate you then have 2 way of work.

First is a simple jumpgate into a simple system. That jumpgate will be an arrival point of your network.

Second is a jumpgate into an headquarter system. That jumpgate will be an arrival and a start point of your nerwork.

A start point require that the Jumpgate got linked to your Headquarter and that enough Tank fullfill with Deuterium got linked to your Headquarter.

Take case that your network can be used by your friend and that an headquarter as a jumpgate is shown to all on the galaxy view.

On Alpha version it is possible to extract Hydrogen from Gazeous planets, but not to refine it to collect Deuterium. So only arrival point should be enabled (as extention of the Imperial Network)

Release V1.8.0.0 – Advanced Inventory

Dear Unity Space Conquest followers we are glad to annunce a new version 1.8.0.0.

For Windows Store players, please update your version from Windows Store Download tab.

This version allow to manage resources from any of your units (or shared one with other players) as following:

When you open a base or an headquarter the advanced inventory show the following sub elements according the station selected:
The Status show the differents capability of the unit – like sharing level/name and informations from the Technology Table. Further we will allow to enable differents “global” information of the units selected – like total stock, trade enabled, trade parameters..

 

If the selected unit is your (base/headquarter..) you have a tab Resources enabled that allow to have an overview “Group By” of your resources into this base split into 2 subs elements – first all stations linked to your base, second all vehicles into hangars linked to your base.
As sample, this allow to have an overview of stock from your base:
Like if you had set your base “on trade” into Mankind, you can forward resources from this “global view” to your engines into your hangars.
An other Tab present is the Hangar that show a “global view” of all the units presents into your base and all the hangars. This should allow (not for now) to forward units from/to the hangars/vehicles.
To allow to have the capabilty to select the unit one by one we added the “Details” view that allow to have the detail of the “global view” for resources and for vehicles.
That way you can expand/collapse each level of containers. Here it miss some elements like sub group but it is still under developement.
If you are into one of your Headquarter you then have the “Profil” tab that allow you to have a view of your personnal account storage. Depending of the amount of Headquarter you built into the galaxy your personnal account storage increase by 1Million tons for each. You can store here any resource and forward it to your vehicles according your requirements
If you are into an inventory of an imperial base (or a player in a further version), a Buy Tab is added to allow you to view the list of resources on sale into this base
That interface show the list of resources on sale, with the quantity and the price. Only the resources on sale are shown.
That interface should show also the vehicles on sale, but for now none are configured on server side for imperial bases. We will add it soon.
Same for Buy, the Sale tab appear on imperial bases and on players bases on trade (not implemented for now for players).
That interface should show the list of resources and vehicles that you can sell to this base
So all of that are the list of capabilti to select the “From” to forward resources/vehicles. If you clic a sub element of that differents interfaces you then have a middle interface that show the capabilities to do with it. As sample Forward to Headquarter or Profil to be able to select the destination.
For now almost all the forward of resources are done, somes fetures are missing like “sub qty total of resources” and some bugs are still present it is true 🙂 . Next step is to implement the forward of vehicles to vehicles/hangars.
We hope to be able to finish all theses features for end of Jully with additional corrections on FogOfWar that is also bugged for now 🙂

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

New Galaxy Setup – over half a million systems

A great news for the new universe, the galaxy will contain about 560 000 systems with more than 4 249 000 planets to discover and conquest.

For the begining of the game we will open the center of the galaxy with a small amount of systems and few sectors to allow players to start the game and discover areas.

Somes statistics of what is open into the alpha server:

2 sectors for the first tutorial area with hyperjump gate allowing to connect the center of the galaxy.

The center of the galaxy will contain 1550 sectors open, containing 30 320 systems with 227 592 planetes