The following features/fixes were done by me ---ts

One un-ifdef'd bug fix in player/subs/missdef.c A variable, shiplaunch, was
not initialized. It was used as a bool, so if it got initialized to non-0, it
caused a problem. I put in a line at the start shiplaunch=0;.. I didn't bother
ifdefing it, as I cannot conceive of that causing a problem... (It might, I
just can't conceive of it :-)

#define TACARGO		/* Allow cargo planes to bomb if they also are tactical*/

	This fixes the problem with Zeppelins not being allowed to bomb.

#define NOGODS		/* Deity countries don't appear in power reports */

	Just for the heck of it.

#define PLIMIT		/* Make ships obey the plany carrying limits */

	This is an addition and a fix.. I should probably seperate the two.
Anyway, it makes the game keep track of the # of planes on a carrier correctly,
which it didn't do before. (In some situations, the # could go negative, and
wrap around to 255, causing much disbelief) There is also a couple of scraps of
code to enfoce the plane limits on loading/landing on ships. (Before there was
nothing to stop you from flying 1000000 planes on a carrier. You couldn't load
them, but you could fly them on)

#define CHOPPER_STEALTH	/* Choppers are a little bit stealthy */

	Choppers have a chance of evading interception. It isn't as good as
stealth, which is why it's listed as half-stealth. I'm not telling the exact
numbers... figure them out for yourself.

#define BABY_NUKES    /* Nukes only affect 1 hex */

	This was Tom Tedrick's idea. Damage/effects are the same, they are
simply confined to the target hex. This also automatically turns of MISSING
MISSILES...

#define SUPER_BARS    /* Bars can't be destroyed by fire */

     You can still find ways to kill them, but not by shelling or bombing.

#define EASY_BRIDGES  /* Bridges can be built anywhere */

     A bridge can be built in any sector adjacent to one of yours, providing
that the target sector is adjacent to a non-sea, non-bridge sector. Since
bridgeheads are not required, you can't collapse bridges by killing the head.
(You can still kill them by taking the bridge below 20%) This also fixes a 
problem with planes on bridges not dying when the bridge dies. (This was partly
fixed before, but the fix didn't work all the time)

#define BETTERARMOR   /* Ships armor affect shelling */

     Ship's armor factors now affect both shelling and bombing. BB's are
much harder to kill.

#define ALL_BLEED     /* Tech bleeds to everyone */

     You get tech leakage from ALL tech producers, not merely your allies.
Tech leakage is 33%.

#define DRNUKE        /* Need research to make nukes */

     You need research to build nukes. (1/2 the tech value, so a tech 250 nuke
needs 125 research)

#define SLOW_WAR      /* Declaring war takes time */

     You cannot attack someone's land unless you are at war with them. (You can
still blow up their ships with fire, board, torp, etc) When you declare war on
someone, your relation goes to Mobilizing. You still can't attack them. After
the next update, your relation goes to Sitzkrieg, and you still can't attack
them. After the NEXT update, you're at war with them, and anything goes.

     If someone is Mobilizin or in Sitzkrieg, or At War with you, and you
declare war against them, your relation is set to be the same as theirs, so
there is no way to gain any advantage through this stuff. It just means that
you can't sneak-attack people.

     The first person who declares war pays $1000. Return declarations are
free.

#define GODNAMES

     Bulletins from the deity include the name of the deity country that
sent them. (Only really useful for multiple deity games)

SHIP GUN RANGES

     Most of the ships have had their firing ranges bumped up. Experiment to
find out what is effective.

#define NOMOBCOST       /* No mob cost for firing from ships */

     Self explanatory.

#define NEWSUBS         /* Only nuc subs can torp subs, torp damage is up,
                           depth charges go out to DD's gun range */

     Only nuclear attack subs can torp other subs. (Actually, those with the
M_SUBT flag). Torp damage went up slightly. DD's are allowed to use depth
charges out to the limits of their gun range. Depth charges also work against
sub armor now.

Thomas Ruschak, The_Scum
