Version 1.00 Build 461 Changes:
- Handle SmartHeap exception so a dialog box does not appear
- Rework GameSpyConnection logic to safely close down
- Protect callbacks from being deleted while in use.
- Improve performance of callback protection (aka The Movement issue during testing)
- Introduce new external LogViewer system to improve Server performance.
- Upgraded to SmartHeap 6.02
- Removed unused variables in AI.gf, Ship.gf, Character.gf
- Adjusted load conditions (reduced)
- Max ships in review by empire increased (for bidding)
- Officer population is now a ratio of the humans, not of ALL characters (previously way too many officers)
- Broadcast option on the server (#4), message will go out to all people online
- New auto save option, every X auto saves, will create a folder with a date/time name for backup
- Stuck in hex because of movement failure fixed
- If fleet leader is attacked before remaining members are moved, they will now go down into battle properly
- Simulated AI battles (those without humans) now have a 5% effect (vs. former 20%)


Version 1.00 Build 464 Changes:
- Decreased odds of BattleShip's appearing
- AI no longer replenish stores no matter what hex they are in (now only in friendly base hex)
- AI now repair their hulls (RepairShip) at friendly bases
- Internal handling of engagements more memory efficient
- Info messages are now more clear as to creating fresh engagement and adding to engagement (with ID)
- Player going offline (also death) is now handled more correctly (one engagement)
- Under high loads, an engagement could be advanced more than once, with unknown results (major bug)
- When resolving AI battle, insures that it is still valid (as members may have died while waiting)
- Borg now repair their hulls as soon as they report a battle
- When server starts up, it looks at both "Auto Save" and "Exit Save" and uses the latest.  It also indicates
  what it is doing, so you will know if it's a fresh database start.

*temporary change*
- In character.gf, changed DisreputePaybackRate to 200, instead of 50.  This is because the internal math on the server was inverted, 200 means that half the prestige will go towards paying off disrepute.  This will change on the next rev/patch to be correct.  But for now, this actually achieves the payoff rate properly.
