Good good news! Thanks Dave!
OK, the good news and bad news folks
The good news is that API is VERY similar to OP's, so if you've done any scripting on EAW or OP you'll have no problems adjusting to SFC3.
Of course, the bad news is that the API is VERY similar to OP's, so if you don't have some C++ background it can be pretty tough sledding. The guide I put together for SFC2 mission scripting should still be helpful, but the setup steps have changed and more methods have been added, and there's some changes in the ship creation methods, so I'm afraid it's just going to be winging it for awhile. I'll try to put together an SFC3 version of the mission scripting guide, but I won't be able to go near that until at least the end of February.
A couple of features and notes that might be of interest,
- the mGetHexType method works, at least for identifying the hex owner (I'm having some problems getting it to identify the terrain features correctly, but that may be a glitch of mine)
- you'll need to install the DirectX SDK if you haven't already (the 8.whatever version is ok)
- there's an mChangeShipProperties method floating around that allows you to set visible/indestructable/collide options, could be fun to play with
I'm sure there's lots and lots more, but that's what I've seen from the first pass
dave