I finally got the database stuff fully designed, and mostly implemented. I also checked in with Matt today and cleared up a few issues. It now looks quite straight forward to finish up the server side ground combat integration. It shouldn't take too long. I think the hardest part is likely to be allowing players to view and adjust setting in the client, and to reflect those changes in the server's database. That may be what looks hardest, but it shouldn't be very hard at all, so I think this is going to go very well. We already have functional general purpose networking, logins and tested player data storage (for logins), so there really is not that much to do before we have a minimal ground combat "game". It will be a bit more work to make something that is actually fun, but Matt is well on his way to having that developed.
I updated the development page by the way.
Also, I roughed out a good solid framework for implementing in game help using a wiki so it will be easy for the many developers, and even players if/when/where we let them. It is basically a web site, so you can view it in game, or with a web browser. I got a nice javascript written (my first attempt to do any javascript) that will allow it to include stats from our server. We don't have any data to display through it yet though. It will be in the next client release. I will try to get something usable up this week so we can start adding content.
Also, generally speaking, I should have a lot more free time in about a month. I'm really excited about that is coming up in the near future for FG. The ground combat release is going to be great, and allow us to make much faster progress (more to work on at once). I can't wait to get started on planet generation, and I have some good (simple!) ideas for the (real time free market galactic) economy. When we have many (as many as we want, maybe millions) planets rendered in detailed 3D, a simply yet non limiting ground combat system, and a good economy, we will have a real fun game. Then we get to work on space combat which should be just as fun (and important) as the ground combat. Critical steps are being taken, plans are being laid; there is a great game in the makin', and it's going to get played.