In progress/planned:

If canseeplanet to a systems and route to it and forceast, then you
shouldn't unload at the end of a route

Bombing summary section doesn't do right thing if you bomb in pass 2,
but there was a battle in phase 1. See athena 78


Groups in forecast reports should have an option to show their system
of origin, even when they are at the new system.

Production tables don't work correctly with partial tech builds when a
ship is partly done.

Mention in build dirs PASSWORDFILE value

Have C/Y commands put out "INFO" tag with new #galaxy line
Have 3 categories of exit codes maybe? Error/warn/info?
INFO tag stuff should go into forecasts.

Make strcopy code return an int, and return 0 on OK copy, 1 on bad
copy (i.e. chopped)

Put in hacks for NG style bombing (partially done)

Pedantic should warn about routes to unknown systems for non col types.
Need to verify, coded.

Allow the creation of small cap/mat stockpiles of stuff at game
creation time at uninhabited worlds.

Mention how to change set_spice to flavor galaxies, per Tommy
suggestion.

mail server needs to deal with subject lines that get wrapped...

bombing check should do-
  if battle were we in it!
  also, short circut for if we did the bombing. Battle.c print_bombing
   move to a function saw_bombing()? return SAW, DID, NOTSAW

Update FAQ web page- some commands have changed....

Write in quickref and rules? a formula for ind increase

0) Track system size info and report to player- Credit John Cochran
and Explorer code

2) k - peace|war otherempre   needs to be supported

4) HTMLize some of the files in doc.

6) Update movephase() to only move groups you own for forecasts, then can
"fix" forecasts for sysmass and alien groups elsewhere. [1st half done.]

7) Show amt of aliens destroyed by you (and lost to them) for game
(datafile change!)

8) In 2.5x, add mass built, delta in pop/cap/ind/tech levels etc.

9) Battle can be sped up by short circuting when there is only one side
left with guns...

10)     mallopt() provides for control  over  the  allocation  algorithm.

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

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

13) Rewrite docs

14) Add to Blind web pages - FAQ/UFAQ

15) Consider adding support for @ command back in?

16) Write game and source history. 

18) r all col|cap|mat planet

19) end of round in battle marker [make it an option]
20) Add CARYOVER only shows races seen this turn... (But keeps them
     stored anyway) BLINDCARRY started Maybe TRUEBLIND?
22) 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....

23) smarter forwarder for messages orders- checks, and mails real recp if diff
  Write up what server to replace Pre-proc should know/deal with
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

27) 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...
