In progress/planned:

Add to Fulltype a column for # destroyed this turn

Rewrite docs

C and Y commands in the same turn are not handled correctly
Add code to candnphase....

verify that "Y" (no pass) when you have no pass is done correctly.

Put in check for does a A/W/H command on an unseen empire.... Cheat

Battle can be speeded up by rewriting combat code to precomupte
defense values....

Add to Blind web pages - FAQ/UFAQ, sample turn report. 

Add support for Z (change email) by appending to races:players file

Consider adding support for @ command back in?

Clairify cargo affects on mass in combat and other sections.

Maybe move rest of Blind.c 's loadgame related code into loadgame.c?

Status line in forecasts lies about # systems and mass/pop/ind
Status line shows all 0's for this....

3) Drop support for games /wout CARRYOVER, and change reporting code
for everything to follow othertechs ordering, rather than
natural player listing.; no nonUPGRADE games either or V3

4) Write game and source history. 
   Write up what server to replace Pre-proc should know/deal with
5) up maxstrlen for things to 255? Should change all the 80/255 consts to a 
    #DEFINE, maybe change next_token to have an num bytes to copy..
    Be more careful about char var defs lengths. Check out char [80]'s,
    make sure buf[] is big enough, change extern buf*[256].
    grep 'char ' *.c */*.c | egrep '\[[1-9]'
8) delete dead player manualy does not reseed homeworld any more.
    move functionality into edit.c 
9) have way to surpress warnings about non-dumb errors when running game??
10) Player battle losses summaries for all battles?
11) GM battle info- masses lost, num battles?
12) Pedantic option- flags:
    upgrade cost too high (partial will be done)
    planets you don't own ref'd by name (S/I/R)
    P planet_not_own type should give error about not matched or not owned..
    rewrite ninputplanet() to do the right thing (give it a flag)
14) r all col|cap|mat planet
15) K planet status myempire == K planet status for all empire's you've
     seen. Req CARRYOVER...
16) end of round in battle marker [make it an option]
17) Add CARYOVER only shows races seen this turn... (But keeps them
     stored anyway) BLINDCARRY started Maybe TRUEBLIND?
18) Maybe add orders rec'd section? [Datafile change, ugly...] Go to 2nd-file..
    racename.o
20) In status section, for your empire, show the default setting
(war/peace/guard). If you don't know all the empires, this is easy,
just group through players and othertechs until you don't find a
match. If you know of all them, this is problematic....

21) change next_token to allow quoted strings?

22) For SPEED code, array should be set up:
  double *v;
  v = alloc (nplanets * sizeof (double));
  memset (v, 0, nplanets * sizeof (double));
  Note: SPEED=8 has a minor memory leak...
    so does one of te others...

2?) 
>           Ship in production
>
> N   #       I     M    $    S T        E   G   D   H     C    U
> --- --- 11.16 16.43 1.67 1.04 Probe 2.00 CUR 1.1 3.4  5.81 5.35
>
> where
> E = *E*ngine tech of ship being built
> G = *G*un tech of ship being built
> D = shiel*D* tech of ship being built
> H = cargo *H*old tech of ship being built
>



23) smarter forwarder for messages orders- checks, and mails real recp if diff
  allows probes for old orders
24) filter option to get most recient set of orders
25) Probe server to get new forecast...
     Get server to only log erroronous forecasts & such
26) When ships are destroyed in battle, their mass shouldn't just disappear.
      I think it would be realistic if, say, half the mass would remain on the
      planet upon which they were destroyed.


     2) If a player does not survive the battle, they should _NOT_
        see the planet getting bombed.  I think that this is a legitimate
        bug that I previously mentioned to you. [Need to hack
        numinclass when fixing this]

     3) I really think that when your last ship in the battle is
        destroyed, you should not see any more of what goes on at
        the planet.  This is in keep ing with the philosophy of the
        blind nature of the game, and has/is related to point #2
26) Add carriers. Things to remember:
  Deal with carrier destoryed, group sepc locn, hyperspace, multiple loads,
loading loops (A in B in C)

27) Switch to a round galaxy? Have planet 0 be galactic north for
everyone.

  For 2.5x:
new blindrc file format changes:
  include datfile format flags (i.e. a code for "datfile supports V3
flag") so I can determine at load time if the format is compatible the
the executable, and if not, why not. Probably include the blind
exectable version number (as an int, shifted by 3 decimal places-
Herald would be 2431, my games would be 2432).

  include a magic cookie suitable for the unix "file" command (as well
as the code).

  include a cookie for determining the bytesex of the creating
machine, as well as maybe the size of ints/doubles/chars.

In theory this gets me:
  You can always tell what flags you need to have in order to properly
read a blindrc file.
  The code can properly recognize foriegn files.
  The last item if properly done, would allow totally interchangeable 
datafiles (i.e. a dec alpha's 64 bit longs would be compensated for.) 
With a bit of work, the bytesex code should be doable (at least
between machines where sizeof(int,double,char) are equiv).

This would add another hundred bytes or so to the datafile (as well as
be gratutituously incompatible with previous versions, but oh well.



+++
Newgame setup idea:
  Use planet #'s differently. Instead of being set so that my 0 == your 0,
have them based on something weird, like an offset, relative locs or
something...

  Or maybe have them off by an angle too?
