In progress/planned:

line counting for orders does not count blank/comment lines!

-1) Check to see where errno is on OSF/1 and AIX

0) track down memset's enar alloc's as they are now redundant...

1) # ships left for aliens is wrong if they are destroyed in a battle....

2) Add to Fulltype a column for # destroyed this turn

3) Rewrite docs

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

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

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

7) Consider adding support for @ command back in?

8) Write game and source history. 

9) GM battle info- masses lost, num battles?

10) 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)

11) r all col|cap|mat planet

12) K planet status myempire == K planet status for all empire's you've
     seen. Req CARRYOVER...
13) end of round in battle marker [make it an option]
14) Add CARYOVER only shows races seen this turn... (But keeps them
     stored anyway) BLINDCARRY started Maybe TRUEBLIND?
15) Maybe add orders rec'd section? [Datafile change, ugly...] Go to 2nd-file..
    racename.o
16) 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....

17) For SPEED code, array should be set up:
  double *v;
  v = alloc (nplanets * sizeof (double));


18) smarter forwarder for messages orders- checks, and mails real recp if diff
  allows probes for old orders
  Write up what server to replace Pre-proc should know/deal with
19) filter option to get most recient set of orders
20) Probe server to get new forecast...
     Get server to only log erroronous forecasts & such
21) 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

22) Add carriers. Things to remember:
  Deal with carrier destoryed, group sepc locn, hyperspace, multiple loads,
loading loops (A in B in C)

  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...
