The download is a zip file, please ensure you have a
suitable zip utility, such as winzip.
If you already have ripspace installed then TAKE A COPY of the directory before
upgrading. Then download the zip file, but only extract ripspace.jar over the
original that you have. It should now run in the normal way.
Download the zip file, unzip the contents into a suitable directory, eg Ripspace.
You can also download the rules to read off line, these should also be unzipped
into a different directory. Once you have installed it the readme will tell
you more.
|
Note: To upgrade an existing install, simply open, and
extract the ripspace.jar file only over the top of your old install
Download Rules for
offline reading |
10.10 December 5th 2007
- fix jumpIntoSystemHandler so that epic bloom and construct costs do
not count
- change ship class costs - battleships from 8 to 7, dreadnaught down
to 10 from 13 and maulers down to 14 from 21.
- change so map can show the very edge hexes (was max 68*68).
- if items are stacked on 1 hex, then clicking again should dig into the
stack. (ships still take precedence over planets).
- remove constructs and epic blooms from the stats report for players.
ie ship could is just ship count
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10.9 November 24th 2007
- fix allocation of DL - was resetting down to 2+gain
- change so archived turns stored in sub dirs
- the system display was showing max ship class as epic bloom which is
a nonsense.
- victory in system now ONLY fixed the victorious race (was fixing jumping
enemy and also enemy constructs)
- epic blooms now really do illuminate their nearby region - on the server
as well as the client
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10.8 October 15th 2007
- Epic ships are free to run!
- improvement to fleet dialog - added search
- if alone with combat ships and only an enemy trade gate in system CAN
now attack it without it auto repairing
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10.7 October 30th 2007
- make so can still fire on trade gates even if in system on your own?
Actually, fix is to make it so gates still count for the race count in
system (as they did b4) so the gate gets marked hostile and thus ships
can still fire.
- change ship list to show systems with my trade gate in, none of my SHIPS,
but trade gates as a diferent color heading.
- add two bar charts - pts out of max allowed, pts vs total fleets
- fix jump in alg |
10.6 October 28th 2007
- empty system jump in test used to use 13pts. It now uses num planets*2.
- change so DL is not lost if jump from a trade gate AND have a colony
in system
- make blooms act as beholders with range of 5
- Do not allow constructs to be built if one is in system already! GOOD
RULE
- change server to archive off old system turns
- do not count constructs OR BLOOMs for the system victory condition
- show visibility and change ship display to use space in designer |
10.5 Patch out now
- Fixes 10.4 jump and flagship transfer. |
10.4 October 7th 2007
NOTE YOU NEED JAVA 6
- The flowering of Epic Blooms. An entire reason to fight without an
empire. Long live small fleet battles.
- remove explosion modifier from the game - ie smaller ships explode as
much as larger ones.
- emp drones, chance of emp going is 50% per turn. Antibody nano also
recovers them
- Remove EPIC and lockdown rules.
- Epic Bloom. A new unit which is the bloom. Drifts? maybe. Rule is: positioned,
and lives for 14 Turns - growing by 1 each turn (why not) and then it
is enlivened. Any ship that ends within 5, with no enemy ships near gains
the Epic FOR it's flag ship.
includes 10.3
- fix damage message for constructs (was showing 0 warheads)
- fix the select on gal which sometimes end up jumping client into system.
(due to bad list index frm the time before system names were displayed)
|
10.2 June 10th
- fix showing of races colonies on gal map
- fix so no null ptr if show demo after playing
- rework of splash and some colours
|
Version 10.1 June 3rd
- quick patch to limit ship purchase on the client and display balance
AND current fleet support costs. |
Version 10 June 2nd 2007. Commerce changes to Fleet Support, FlagShips
and DL levels/gain.
- change economy: get rid of credits. Set balance from colonies and tax
via rip currents
eg an 80% tax on a colony of size 20 raises only 4 fleet support (not
much!)
- get rid of inter empire donations
- ship cost not based upon class, 1,2,3,5,8,13,21
- jump in alg is now: pts into empty sys=13, max overmatch pts =13 (ie
13>cur largest fleet)
, and max fleet size per player = 2*number of planets.
- fixed revenue reports & hijacked info
- change the revenue reports to get rid of goods stored etc.
- colony drone display does not mention bomblets (ie on the left of the
screen)
- bug - if self destruct then no one gains dl.
- remove number of ships from fleet info.
- BUG: drone design win now had 1 design unit used up all the time (ie
after 9.3 if have 5 used on scrren
then 6 are used in total)
- display targetting val in design window. ie lvl * 5
- rule changes:
1) Each fleet has a flagship, this flagship will gain DL from any departing/destroyed
enemy.
2) The amount of DL lost by any ship departing is 1.
3) The amount of DL gained by the flagship depends on the ships class:
10 Fighter DL gain 0.25
20 Frigate DL gain 0.5
30 Destroyer DL gain 0.75
40 Cruiser DL gain 1
55 Battleship DL gain 1.5
65 Dreadnaught DL gain 1.75
++ Mauler DL gain 2
4) If the gain is due to an enemy ship death then the gain is double
5) Colony drones do NOT destroy habitat. Maybe the drone opens the fabric
of space for Nova shuttles holding colonists to come through.
The mass of the drone determining how many make it through.
6) If a system does not contain a trade gate then all colonies shrink
by 1 per galactic turn.
7) If a planet has a compatabiliy level of >3 and a trade gate then
it will grow by 1 per gal turn on it's own.
8 When a trade gate is attacked, send a farmail message to players to
highlight this!
|
Version 9.3 May 10th 2007
- fixed repair of smaller ships (3rd try)
- colony drone with power allocated not getting the bomblet message.
- targetting, allow min 0
- fix so targetting attribute provides 5 targetting per level
|
Version 9.2 May 2nd 2007
- fixed repair of smaller ships (2nd try) |
Version 9.1 27 April 2007
- fixed firing bug in 9.0
|
Version 9.0 26 April 2007
- change jump in to use largest enemy fleet rather than smallest.
- colony region of effect (ie the highight area) should include all the
gravwell, currently it's one short
- You suffer no loss of DL if you jump out next to one of your own trade
gates? ie within the piracy/highjack take over zone.
- if 2 dam engines, and all power is used up the gui lets you alloc the
2 dead for movement i.e. fix this bug.
- race name on ship display is being painted in red or green. Make it
white.
- BUG. Mines are showing up. I think it's because I have a ship within
a scrambler zone
- tac summary list on the left should auto scroll when select a system...
- change burn check on drone to remove the +1 leeway that was built in.
- if fire 2 colony drones when have 2 habs left, this is allowed by the
game, the ship dies and then the drones are killed.
- tactical summary. Against the fleet/race name only show pop if >0
- Empires impl
- fix mass calc for ship repairs on small ships
- add the update player details dialog so you can change race name/login
details
- fix icon on farmail dlg
- fix date column sorting in farmail (default is most recent first)
- add neutron bomblets and >1 pop to colony drones.
- set initial guess values for drone firing
|
Version 8.10 27 March 2007
- 8.10 fixed keyboard handling in 8.9
- added in server rendered revenue pages
- change race revenue to be a summary
- added the system tactical list to the gui
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Version 8.8 March 19th 2007 (players can join again)
- even enemy colonies now show planets suitability for your race
- auto delete all turn histories for systems that you are no longer in.
(rule is, if system has been unplayed for 5 days, and there are no ships
in the system in this turn report, remove the histories)
- FIXED THE PLAYER JOIN (grrr) - hopefully explains the drying up of new
players over the last few weeks. I'm an idiot.
|
Version 8.7 March 9th 2007
- NASTY bug. if did store to continue later while viewing last turn then
the orders stored were for last turn, which basically resulted in a corruption
when you reloaded
- Same bug effects send in orders online. ie if did it while viewing last
turn it sent in last turns orders
- you can always jump in up to 700 pts unless the system is locked.
- if share hex with a planet, should get bumbed out of it.
- When jump in set the solar coords of the hist ship too.
- change rss feed so it only published turn available message if it was
processed more than 10 minutes after the orders were received. And don't
publish at all if no orders received for more than 5 days.
- exclude races from the rss index page if not played for 5 days or more
- set hex leg info to show tax at 5% for open systems.
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Version 8.6 (8.5 was buggy as well) 7th March 2007
- fix the fleet menu when select a ship
- fix focus/key handling that got broken in 8.4
- change to always select ship in the list even if system was selected
- changed system text a bit as suggested (well kindof)
- also display your fleet cost in the solar summary
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Version 8.4 6 March 2007
- remove old rule msg about power degrade on drone launch win
- tie the gal name to the gal map - so clicking on it centers on it.
- make the 't' key work on the gal map for systems and for ships
- when click on galactic button to jump back to map - scroll and highlight
onthe ships list.
- disallow the cloning of constructs!
- disallow firing repair drones at constructs
- when bumping ships/drones do not move constructs, or rather move them
last.
- jumping into a system can result in stacking...stop it!
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Version 8.3 2nd March 2007
- change passive and footprint values to clarify the GUI display
- tax rate for open system is set to 5%.
- the colony sizes are now shown on the galactic and if enemy are in system
then it is shown in red.
(if you are wondering, 8.2 was up for about 5 minutes and was broken).
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Version 8.1 1st March 2007
- When leave a system center the gal map on the system just left
- turned on lineWrap in email client
- fixed bug in design win - choose a precanned design, edit it, reopen
design win and it goes back to the precanned state, losing the edits.
- show status msg in design win (again)
- fix jump in alg - hydrate db ships, fix smallest fleet for 0 cost construct
- word wrap report area on mainwin
- minor bug where could have OK engine which were not active. wrong.
- change all dialog colours to system default.
- added remember passwd to login, and hide text on passwd dlg
- display footprint as a blue line about the ship.
- display passive scan for the selected ship
- change so enemy ships reviel hab, engines and superstructure. All else
comes thru as unknown.
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Version 8.0, You MUST upgrade, Feb 22nd 2007
- fix infinite loop on server for ship jump in.
- firing a drone marks ship as ordered right away in the list
- constructs cannot jump
- Added FleetName to orders and to ship, also new_player_notes to orders.
NOTE THIS MEANS THE LOADING OF HISTORIC TURNS FOR PRIOR VERSIONS WILL
FAIL.
- added the feet maintenance dialog
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Version 7.7, Feb 18th 2007
- fixed server so processes economy even if players sent in orders in
between for the gal map.
- added galactic days to the star date - reflect the number of economic
cycles there have been.
- Clear attack nano and antibody when jump to galactic
- added construct and combat filter to the main screen, start of fleets
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Version 7.6, Feb 14th 2007
- the solarmovevalidator was not correctly handling energy alloc to engines
especially on the gal map
- smooth out RipCurrent graphics
- change the game design directory to remove historic merchants
- clicking on homeworld no longer shows comparison
- clicking on empty gal hex removes last system display
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Version 7.5, Feb 11th 2007
- change ship draw for move so works for DL used
- fix server bug where any deployed drone was counting as lockdown against
ship jump in
- check energy allocation every time the ships orders change - and truncate
move if need to. |
Version 7.4, Feb 9th 2007
- demo get charged for a new ship twice.
- change so if have an archived astrogationDb then use it if cannot download
a new one.
- change so open system cannot be homeworlds
- preseve historic move on ships jumping into system
- add more filters to gal map so can find the enemy |
Version 7.3, Feb 8th 2007
- Fix a repaint glitch
- paint the sun later so its not chopped |
Version 7.2, Feb 7th 2007
- add in open system if >12 planets
- instant processing of ships on the galactic if they are undamaged. |
Version 7.1, February 3rd 2007
- change the home planet filter to show all home systems, not just that
of the selected race.
- fix the victory nova fleet so only flies in after a victory
- publish the rss index page
- add timestamp to internals of astrogation
- doubled the density of the starts
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Version 7.0, February 1st 2007
- Several small fixes, but mainly....THE GALAXY IS CREATED AND THE GAME
IS LIVE
- If you played the beta I would recommend installing to a new directory. |
Once installed you can run it by double clicking on ripspace.jar. If that doesn't
work you will have to read the readme file.