+-----------------------------+
|ModMan - The SMAC Mod Manager|
+-------------+---------------++
|Version: 1.06|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

Mod directories must be in the oldschool DOS 8.3 format.

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.

Also ensure that no 2 mods have the same name or horrible horrible things will
happen. If you use the same mod-dir for a SMAC and SMAX mod, ensure the names
are something like Aldebaran and Aldebaran-X (or X-Aldebaran, if it uses
nerve gas :D).

While SMA(C/X) is running, a DOS window will reside in the background with
a prompt to press a key. After SMA(C/X) has closed, press a key in that window
to swap whatever mod you were playing back out.

NOTE: Any file with a .SM extension is handled by ModMan, and is should
reside in the ModMan\Mods directory, NOT the mod directory e.g.:

D:\SMAC\ModMan\Mods

Finally, I would like to thank:

Horst Schaeffer,
for writing WBAT, LMOD and TFIND without which ModMan would not be.

SmackSim,
for writing FileSwatter and inspiring me to try and write my own,
and for spamming me with bug reports.

Lord Nword,
for actually trying out ModMan and giving feedback from the enduser perspective.

Final Final note: Feel free to bundle ModMan with any mods you may release.

That's about it.

-- #endgame

-- EOF --