Known bugs:

1) Map sizes and co-ordinates must be integers, although it accepts (and 
   rounds) floats

2) Intercept commands and routes tend to favor players that are first in the
blindrc file (or towards the begining anyway).

Why? Becuase, with the Intercept command, if I intercept you and vise-versa,
the player who is first in the blindrc file will intercept the later player
over his planet.....

Similarily, with routes, if we both have routes to a planet X for COL, 
and we both have cargoships of COL arrive at the same time, the first player's
COL will claim the planet....

Solutions:
  Well, we could randomly go through the list. Would this break anything?
Hmm. Interceptor A is going after B who is going after C who is going after A.
Code will send A to B, B to C, and C to A; leaving A & C at B's old location!
Random choice won't change the type of result, just the particulars.


3) #galaxy game "empire name" not handled 

4) Galaxy's with more than 1000 systems not handled correctly in forecasts
[fix seenlist]

5) CARRYOVER data is only updated when reports are generated. If you 
generate reports but do not save the blindrc file, the new tech levels do not
get saved. Workaround: Always save the blindrc file after printing reports.
This will not affect the ability to rerun turns.

6) The blindrc file is not read or written to efficiently, nor is the data
stored in it done so. sorted list can go. We should probably use mmap
to blind in whole data file at once..

7) Running out of disk space when writing a report or data file is
not correctly handled (I believe).

8) A determined player can find systems that have been renamed, and
make a good guess about which ones they really are. ninputplanet needs
to be made smarter about this problem.
