Its taking forever to completely stabilize, but I am hoping to finally
commit the reworked TransportMission soon.  It still does some odd
things, and my automated testing can only get us so far, but it is now
at least reliably running overnight without crashing, and is
completing 50-70% more transports than the existing code.  The known
remaining issues are:

- An intermittant serialization bug.  I think I know what that is, and
  the current test run contains a fix.  This one is gating the commit.

- EuropeanAIPlayer.cheat() has been revised.  Hopefully now the AIs will
  be less prone to acquire several frigates early in the game, and
  more likely to cheat-build transport units if it needs them.  If
  they still do silly stuff, well, logging has been improved so we can
  see why it happened.

  However, because we have so many complaints about the AI cheating, I
  think it would be good to provide some user control of the amount of
  cheating.  All the cheating in EuropeanAIPlayer.cheat() is
  effectively of the form:

    if (random(N) == 0) cheat!

  It would not be too hard to expose the N as options.  Any thoughts?

- Still some lurking issues with the path finding code.  Lots of
  changes have happened, its not a surprise.

- Sometimes, a transport stopped one tile short of a colony and dumped
  all its cargo in the ocean.  Very galling.  Have not seen this for
  a bit, but not entirely convinced its gone.

- 70% more transports is nice, but I think it can do better.


Its a big patch, touching much of the AI, so this is the warning that
there might be a bit of a rough ride in trunk this week.

Cheers,
Mike Pope

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