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Old October 1st, 2006, 03:29 PM
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Default Re: SEV Beta History starting V1.0

It would still be useful to decompile AIs that are distributed only in compiled form though.
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Old October 1st, 2006, 06:23 PM
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Default Re: SEV Beta History starting V1.0

I don't think decompiling would work. The AI scripts take pieces of the various pooled AI scripts when they are compiled... so it's not just 1 file being compiled into the .csf script.
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Old October 2nd, 2006, 12:36 PM
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Default Re: SEV Beta History starting V1.0

IMO, it should be recommended for modders to include AI sources in a separate archive then.

Btw, will the map editor (or even scenario editor) be included into the full version? Sorry if it was asked earlier.
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Old October 2nd, 2006, 01:29 PM
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Default Re: SEV Beta History starting V1.0

There is no map/scenario editor with the full version yet. However, you can at least choose starting locations in-game.
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Old October 3rd, 2006, 01:04 AM
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Default Re: SEV Beta History starting V1.0

I just hope that whatever editor we get is more robust than SE4's. I think the lack of set-piece scenarios stems largely from the limited tools we have for making them.
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Old October 3rd, 2006, 01:23 AM
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Default Re: SEV Beta History starting V1.0

I'd figure it would be really tough to make a scenario editor for SE:V - you'd essentially need to duplicate most of the interface to allow for creation of ship designs, research levels, and so on... but perhaps if MM gets some help it could work.
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Old October 3rd, 2006, 01:32 AM
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Default Re: SEV Beta History starting V1.0

Well, hopefully MM will at least provide a map editor for SEV, and one that's friendlier to use than the one for SEIV.
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