Things are now significantly cleaner, in that the entire interface is not stored in a single 1200 line file. Makes things much easier to find, imagine that. I'll also be going through the interface code and fixing a rather consistant stupid mistake at some point. For future reference, just because you CAN use nested functions in Python, doesn't mean you SHOULD. There are cleaner ways to do it, at least in my case. Visible progress includes a working fighter screen (which does little but tell you what kinds of fighters are present) and a working resource transfer screen (which does lots more). The game now crashes when you move a ship into a system containing the other guy's ship, because it's trying to initiate combat and the function to do so is not written. Defining the algorithm for that is on the to-do list. In fact, if anyone out there wants to do that, it'd be a really handy task that involves no coding or artwork. We just need an algorithm that takes into account the shields, hull strength, firepower and speed of each fighter, plus some random variable, and determines who wins battles. It needs to also take the presence of transports and carriers into account. The actual attributes of each fighter aren't set in stone yet, though, so if you need to make those up too to keep things interesting, feel free.
My current to do list in order of priority is as follows:
Show enemy ship icons on map
define move interface
system catalog
turn summary
network play
Combat victory algorithm (if nobody does it first)
Defining specific Kilrathi fighters
the possibility of buttons that look different when depressed
clean up nested functions, make into methods
move map icon definitions to sector screen module
define options, allow resolution setting
sound (if nobody beats me to it)
AI
better graphics (if nobody beats me to it)
If we can get py2exe working, I'm hoping to release a demo after the move dialog is done. Just a little longer and you can see what I've been yacking about all this time.