In progress/planned:
1) Planet locn wraps need fixed (Apollo 383)
2) Write game and source history. Do line count of code
   Write up what server to replace Pre-proc should know/deal with
3) Need to fix code so it barfs after 120 errors (leave room for other
    error conds ) Fix scripts to do right thing then
4) up maxstrlen for things to 255?
6) rcsid shit for cmds/*.c report-*.c into version.c
7) delete dead player manualy does not reseed homeworld any more.
8) Need to add deleting spd's for/against player to delete_player
   [ Is this needed? ]
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) smarter forwarder for messages orders- checks, and mails real recp if diff
  allows probes for old orders
13) 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) option for fleets that prints group - with fleet tag at end of line.
15) r all all planet
     r all col|cap|mat planet
16) K planet status myempire == K planet status for all empire's you've
     seen. Req CARRYOVER...
17) end of round in battle marker [make it an option]
18) filter option to get most recient set of orders
19) Add CARYOVER only shows races seen this turn... (But keeps them
     stored anyway) BLINDCARRY started
20) Maybe add orders rec'd section? [Datafile change, ugly...] Go to 2nd-file..
    racename.o
21) Finish Password code
22) change next_token to allow quoted strings?
23) Routing priority  (by planet? or by empire)
24) Probe server to get new forecast...
     Get server to only log erroronous forecasts & such
25) 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.

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



+++
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?
