*** PLEASE READ CAREFULLY ***

Issues
______

Config:		If you leave the configuration pointing at files that no longer exist (either because of
	path changes, or deleted files), the program will crash when it tries to access them (error checking
	should be coming later).  If this occurs, re-run the program and modify the configuration to
	point to the new file locations (or the .mob file, should the file no longer exist).  Please note,
	using a different version of a file than was used when the game was created has the potential of 
	crashing the editor, corrupting the savegame, or crashing the game itself.

Starlanes:	The game will not load properly (DirectX Surface Error) if every system is not connected via
	starlanes.  That means, from any system in the galaxy, you must be able to reach every other
	system by starlanes.
	   	You may (surprisingly!) add starlanes to Black Holes and Neutron Stars.  They function exactly
	like "normal" starlanes.
		Right clicking on a starlane in the "Galaxy" window will toggle between a wormhole and a
	starlane.

Galaxy:		The default system order is based on the distance from "galactic center", represented as the
	co-ordinate 0,0,0.  The closest system is always Orion.  You can click on the column header to sort
	the list alphabetically.
		Using the "explore all starlanes" option will cause any system to be explored later to display
	the blue "both ends explored" starlane.  This is an unfixable condition of making the starlanes
	visible without actually exploring the system.
		Fully exploring the galaxy will mean that any planetary special relying on exploration will
	not get triggered.
		Right clicking on a system will toggle between "explored" and "unexplored".

Planet:		The planetary "owner" system is based on the player record, not the planet record.  The player
	record has not been fully mapped yet, meaning that the lesser planetary system is used. This means
	that assigning control of systems does not work well yet.  It seems to function fine if you add some
	population and control of at least one of the regions (if the planet is owned by someone else, you
	must change control of all the regions to 'acquire' the planet) and the planet is in a system you own.
	If, however, the system is in enemy space, it will not get "colonized" by you, even with > 1k population.
		The displayed planetary habitability (ie, ring layer) is displayed for the player's species
	only.  For each individual region, it is factored in based on the regional race, if you own the planet
	or the player's species if someone else does, or it is unowned.

Region:		Selecting any of the "default" races means that no race picks will be used.  This is normal
	for Magnates, however, the "playable" races will also function this way.  You cannot select a race
	with race picks if that race is not played in the game.

Race:		You cannot select race picks for Magnates.  Magnates are only left in on the off chance of 
	figuring out how to add artwork for them.  Currently, selecting a Magnate as a playable race will
	present difficulties in-game (although it doesn't seem to crash).  No ship icons will be displayed,
	nor will any race pictures.
		Certain racial picks will have no effect if modified once the game starts.  This seems to be
	true of the Government pick (only noted example so far).
		You can design an "illegal" race (based on race picks).  However, doing so will mean that if
	you choose to view the race picks in-game, you will be "trapped" at that screen.  You can hit "esc"
	and exit back to the menu, but you cannot return to the game (the "ok" button is greyed out).  If
	you design an "illegal" race, do not select "Race Picks" (from the menu).

Ships:	   	Adding/modifying ship components to technology you do not have researched may crash the game
	when you go to the Shipbuilding screen.  Which technologies trigger this is unknown at present
	(although for sure using hulls you have not researched does).
	   Removing critical ship systems (life support, etc) will cause a crash.
	   	It's possible to end up with component statistics that vary from what would be seen in game.
	For example, weapon mounts do not affect MaxAccry or MultiFire (as examples) in game.  They 
	will here.

Notes
_____

Please back up your savegames before modifying them.  Although I have tried to ensure that no corruption
takes place, it IS possible.  

If you have any questions/comments, you can find me on the IGMoo (now AtariMoo) forums as "Bhruic", or
you can email me at bhruic@canada.com

