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

Quantex new Owner of Mankind

“Mankind”, one of the first massively multiplayer real-time strategy games, which initially got released in 1998 by Vibes SA, has just been acquired by the company Quantex Online Entertainment.

Its CEO, Laurent de Alcala, is pleased with the agreement with the former owner of Mankind, which made it possible to prepare a new prototype.
“Today, thanks to this acquisition, this project will be revived and the jewel of freedom and space conquest be endured – that’s the “Mankind” project.”
With the latest technologies available, combined with many years of experience and development, a new project will be enabled. Look forward to “Mankind Remastered”, which will be released as Beta Version in 2021.

About Quantex Online Entertainment
Quantex is a company under creation born from the passion of his owner and the community that trust on the Mankind concept.

About “Mankind Remastered”
“Mankind Remastered” is the prototype “Unity Space Conquest” (currently available and that will got renamed), based on what Mankind could became with the current technologies. So this version include all the mecanisms of Mankind plus additional ideas of multi platforms, and designed to integrate territorial and colonization of a new fresh galaxy.

https://www.quantex-online-entertainment.net

Beta Version – New Server Setup

Following today maintenance, we now got a new server on a new location.

The IP got changed behind the DNS. This mean that for Chineses players and for American one it could take up to 24H for that the World Wide Web update tables to join our server.
If you do not success to connect the game you can simply change the “Empire Adress” – please visit our “Discord” to have process:

Additionnaly the server got a new version including recent changes to enable the Colony Ship, the ability to know where your cities are on the galaxy, and a correction for the extraction of resources.

At the end the server is now sized for a production environment, so global latencies on changing area and loading environment and forwarding resources from/to units should be far better than before.

Be informed by visiting our Discord link https://discord.gg/fqaeekw

Beta Version – Start of Technologies Changes

Today is a great day. A new release V2.5.3.0 is available for all players.
That version include a new technologie tree from Universal to Wonder Tech as it was the case on Mankind video game.
The cost of the technologies and the times of build got a new design of time and cost compatible with a Beta Version,
For now the units do not yet require Settlers and Resources to be built but we added all the units of the final design and we will continue to release new versions

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.

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 1.7.2.0 – Only for Testers

We are glad to annunce a pre Alpha Version 1.7.2.0 available for tester (X64 only for now).

This version is the first release of the year including a rework of existing interfaces and a first set of working features for Mail Interfaces.

We also include a set of bugs corrections that allow the players to play the game.

The full release notes is available at this link

To be able to access this new version you require to request access to the beta testers program.

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

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.