In progress/planned:
fleet names case sensitive for j_cmd?
unsafemax doesn't work
forecast maps can be fixed, as well as unknown planets in forecasts
option for fleets that prints group - with fake group num
Mention keeping racename secret
OK o fulltype doesn't print out alien types with speed/ss values. (4/22?)
fix forecast maps
support multiple makefiles & a building script?
r all all planet
r all col|cap|mat planet
Routing priority  (by planet? or by empire)
  1) K planet status myempire == K planet status for all empire's you've
seen. Req CARRYOVER...
  2) end of round in battle marker [make it an option]
  3) auotmaticall do forecasts?
  5) filter option to get most recient set of orders
  6) Add CARYOVER only shows races seen this turn... (But keeps them
     stored anyway)
  7) Maybe add orders rec'd section? [Datafile change, ugly...]
     Hmm. Go to 2nd-file....
  8) Passwords???
  9) change next_token to allow quoted strings?
  10) Allow tech specs?
     change shipcost fn
     in the construction of ships that were not up to modern tech, how about
     p 100 battleship gets the maximums, but p 100 battleship 1.5 1.5 1.0 1.0
     would produce a battle ship with the stated drive, weapons,
     shield and cargo techs?...
  11) Have sortgroups move less massive cargo ships to end?
  12) Probe server to get new forecast...
     Get server to only log erroronous forecasts & such
  13) planet balancing
  14) 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



  9) how about

        G 17

completely upgrades group #17, while

        G 17 1.5 1.75 0 0

would upgrade the drive to 1.5 and the weapons to 1.75 and not
do anything else?  Specifically if 

        G ##  d  w  s  c

        if( (d > Current_Drive_Tech(ship)) && d <= cdt(race))
           { upgrade to d;
             compute upgrade cost;
           }
        if( w > Current_Weapons ...
        if( s > ....
        if( c > ...

        if( upgrade_cost > available_points )
           { partially upgrade as is currently done }

  12) Add to Battles :


 &        M        T
20  1429.71  2859.42

& = the number of ships that this race has.  You can simply sum for
    all the groups on the number of ships.

M = the total ship mass of this race.  This would again be computed
    from all the groups, and just multiply the ship by the mass for
    that ship. [Note need different letter than M]
T = The total ship tech mass for this race.  This is the sum of all the
    ship masses, multiplied by the tech mass for that component.

     Example:  Note that this could be actually calculated in the
               same function that does the mass calculation, with
               minimal extra work [ship KNALL_274 used for calc:]

               Mass      += 0   + 1*30   + 45      + 0
               Tech_Mass += 0*0 + 1*30*1 + 45*1.72 + 0*0

               Just substitute in the appropiate variables for the
               numbers, I used numbers to make it clearer for you...

   Maybe add delta info too?


+++
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?
