Turn processing lockup in ground combat in TCP/IP multiplayer |

Hi, me and my brother are playing a Simultaneous TCP/IP game on separate machines (both of us are using the Steam version of SEV v1.71, clean installs with no mods) over a LAN. We have run into a number of problems that we could work around until now, where during end of turn processing on the host, in combat (from the logs, it looks like ground combat), the game freezes. I have (I think) a log file, the save didnt get corrupted in any way, and we seem to be able to reproduce the bug whenever we need. What I would like to know is, what is the best way, if any, to help MM get the bug fixed?
Other serious problems
- Cannot unmothball ships (quick reading of forum suggests this is a known bug)
- The client machine cant ever view combat replays (also seems to be known)
Other irritations
- When giving a ship an order, a movement line is only shown half the time
- Cannot double-click a new research level in the turn log to display the research screen (goto works)
- Cannot double-click a newly research item in the turn log to display the items F1 entry (goto works)
- Clicking 'Goto' on a newly research item in the end of turn log only displays the F1 screen, it doesnt bring up the items category or entry
- On the host, the turn after a new design (of any kind) is created, a duplicate design appears
- The actual files that get sent to clients every turn only appear to be 2-3Mb (the majority of which is combat replay), yet it takes 2 minutes or more to send each turn?? Something is very wrong there.
Most the other issues can be fixed through modding or disabling the AI's ability to try and use politics, but we would really like to finish just one multiplayer game of SEV before we start tweaking things 



