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heardie
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Enjoy!
More details in the readme included.
Version 0.80.003
More features will come soon hopfully including
*Automatic *.cmd and *.sub creation
*No choosing *.sub if no subfolders are needed
Mods: Please move to "Files"
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heardie
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Okay got it:
Readme
---------------
Civ 3 Mod Manager - Version 0.81
-----------------------------------------
NOTE: Discalmer: This program is still beta. I take no responsibility for any damange caused to Civ3. At worst you will need to reinstall, although theoretically the backup algorithm should backup all files that are changed.
How to use:
I'll be brief.
1. Load the program. Choose the directory where your Civ3 Exe is located (Usually Drive\Program Files\Infrogrames Interactive\Civilization III
2. Choose the folder which has the files you want to install
3. Load the *.cmd file
4. Load the *.sub file if neccassary
5. Enjoy!
FAQ
-----------------
1. What is a *.cmd file?
A *.cmd file is a simple text file. No mods have them yet; maybe one day they all will. You can create your own.
eg. if you only need to copy civ3mod.bic your *.cmd file would simply be
civ3mod.bic
Folders work as follows
eg. if your mod changed resources.pcx
art/resources.pcx
2. What is a *.sub file?
This is a simple text file that lists all sub-directories that need to be created. For example the above example would simply read
art
If your mod has no sub-folders then leave this blank.
3. How do I include multiple sub-folders?
Yes, I am a bad programmer. You have to display them twice eg.
art (to create art)
art\units (to create the units sub-folder)
4. Who can I e-mail about this program?
dheardie@hotmail.com
5. Can you write *.cmd files and *.sub files for my mod?
Sure, contact me at the above address.
Finally, this mod has not been extensivly tested, and is not quite finished yet, but I am away till Thursday so I thought I'd display it now.
Enjoy
heardie
BTW: You need the VB6 run-time files to get this. I will include them at a later date. You can get them from www.microsoft.com (Search for VB6 run-time files)
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heardie
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One Problem: I don't think the program will work with new units. This is because it will try and backup the existing unit which of course doesn't exist. Will be fixed next version.
Also the source code is attached for anyone who wants to view it. It is used in VB6. Although I don't recommend trying to understand my poor coding.
Attachment: c3mm-source.zip
This has been downloaded 67 time(s).
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heardie
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Example:
If your game changes civ3mod.bic and units_32.pcx then yourfile.cmd would look like this
civ3mod.bic
art\units\units_32.pcx
and yourfile.sub
art
art\units
Thats it. This should create a backup of both civ3mod.bic and units_32.pcx and replace them with your own (although you don't actually need to replace civ3mod.bic; you do with units_32.pcx)
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heardie
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C'mon no comments? With your input, I could be motivated into making this a proper Modswapper like the Civ2 one.
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heardie
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As long as the mods use different files, it can already do that.
However, if youu are talking about merging 2 bics into 1 I don't have the knowledge on how to do that.
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