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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Files > UTILITY: Civ 3 Mod Manager
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heardie is offline heardie
Prince

Aug 1999
time: 15:17
  Old Post 13-01-2002 14:19
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Utility: Civ 3 Mod Manager Support Apolyton, buy Civilization: The Boardgame

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"

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:17
  Old Post 13-01-2002 14:52
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Full PM-box? Change here!

What is this?

Is the file bigger then 500K?

Can you post the readme?

heardie is offline heardie
Prince

Aug 1999
time: 15:17
  Old Post 14-01-2002 04:47
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#3 Report this post to a moderator
Increase the size of your Attachments

What gives? Is file attaching disabled? [Edit: Nope, my bad!]

Anyway I'll try again with the new, more friendly (although still not very friendly ) version

Edit: Removed after 1(! - only 1 hour ) d/load

Last edited by heardie on 14-01-2002 at 06:17

heardie is offline heardie
Prince

Aug 1999
time: 15:17
  Old Post 14-01-2002 04:51
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#4 Report this post to a moderator
Support Apolyton buy from Amazon

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)

heardie is offline heardie
Prince

Aug 1999
time: 15:17
  Old Post 14-01-2002 05:11
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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).

heardie is offline heardie
Prince

Aug 1999
time: 15:17
  Old Post 14-01-2002 06:16
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New Version 0.81.0001
The issue with backup files now not existing is resolved. With two lines of code as well

Attachment: c3mm.zip
This has been downloaded 569 time(s).

heardie is offline heardie
Prince

Aug 1999
time: 15:17
  Old Post 14-01-2002 06:20
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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)

heardie is offline heardie
Prince

Aug 1999
time: 15:17
  Old Post 18-01-2002 04:41
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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.

Rhuarc is offline Rhuarc
Prince
Florida, USA
Mar 2001
time: 00:17
  Old Post 19-01-2002 00:28 Visit Rhuarc's homepage!
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Could u make the program able to combine two mods into one? There are a lot of good mods, but I want to be able to combine them easily. Perhaps have the program combine them, and any things that are the same have it ask you which one you would like to use. Perhaps you could have it put all the info into a database program then combine two databases then put it back into the .bic file. Just a thought!

heardie is offline heardie
Prince

Aug 1999
time: 15:17
  Old Post 19-01-2002 08:04
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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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