+-----------------------------+
|ModMan - The SMAC Mod Manager|
+-------------+---------------++
|Version: 1.01|Author: #endgame|
+-------------+----------------+

I thought that I'd have a go at fixing the current
problem with SMAC mods, and that is the difficulty
in managing multiple SMAC installs or swapping mod
files by hand.

So, dump the ModMan directory as a subdirectory in
your SMAC directory. Mine is

D:\SMAC\ModMan

And put the replacement files for your mod in

D:\SMAC\<ModName>

Since I wrote this with Smacksim's Aldebaran2 in mind, I'll put
those files in

D:\SMAC\Aldeb205

Now fire up ModMan by clicking on the ModMan.bat file.

The next step is to add your mod so that ModMan can launch it.

Choose the Add option and fill in the dialog. From Smacksim's
Aldebaran2 Mod, the following would be appropriate:

Title: Aldebaran
Author: Smacksim
Version: 2.0.5
Mod Directory: Aldeb205
Filename: Aldeb205
Expansion Mod: Yes
Nothing else is replaced... yet.
These checkboxes are for if your mod replaces files in the following
directories:

	facs
	fx
	movies
	projs
	techs
	voices

The description is optional, and is displayed before the mod is run.

Now, you can run the mod from the Run mod option.

As an alternative, from the ModMan directory, you could make a shortcut
to run a particular mod by calling Run.bat with an argument, the name
of a SMAC mod. Example:

Run.bat Aldeb205

The argument is the name of the .SM file in the Mods subdirectory, and can
supply or omit the .SM extention.

If you want to disable the splash screen, Run.bat also takes another parameter,
-S. Example:

Run.bat Aldeb205 -S
Run.bat Aldeb205 -s
Run.bat Aldeb205 /S
Run.bat Aldeb205 /s

Note that the argument handler isn't that smart, and the parameters MUST be given
in that order. The launch directory for the shortcut must also be the ModMan
directory, or strange things will happen.

The edit and delete mod options only alter the .SM files created with
the add option.

That's about it.

-- #endgame

-- EOF --