-multiplayer games can be saved but can't be loaded
-AI client should close when the AI player is defeated
-on a new turn, map scrolling seems to be sluggish at high zoom. Zooming out and scrolling about a bit fixes this.
-saved games are pretty huge, but compress really well, could be stored in compressed format?
-(source won't compile in dev-cpp with the windowskit.zip provided with the 0.1 installer) is fixed in CVS.
-there is no visual feedback that research is doing something
-defense bases are invisible
-system doesn't change color when all planets are conquered if player colonised some planets before conquest
-savegame UI: mousewheel should scroll the list
-production should reset to zero when project is changed
-sug: simple defensive AI
if(pop < max) build("mark1")
if(pop = max && ind < max) build("industry")
if(ind = max && tech < "defbase") build("research")
if(tech >= "defbase") build("defbase")
-sug: select next idle fleet button (maybe TAB?)
-sug: autosave every 'n' turns
keep 'm' new autosaves
keep old autosaves every 'p' turns
e.g. I would do something like: autosave every turn, keep three autosaves, keep old saves every 10 turns
-multiple colony ships built in the same turn should be put in different fleets by default
-when going through the sitrep assigning destinations to multiple colony ships, you have to close the fleet window or the colony ship you just sent remains selected and gets sent to the same destination as the second colony ship. Selecting a different fleet should cancel selection of the first fleet.
-text can escape bounds of fleet window (e.g. "En Route to Betelguese System (ETA 10 turns)"
-win/loss: server should let clients know if they've won or lost ... is there a nice victory movie yet?
