Civilization III Mod Swapper
Version 1.04beta

How to Install:

Unzip the contents of ModSwapper.zip into any temporary folder and move modswapper.exe to the Civilization3 folder.


How to Use:

Before using the program you must set up certain folders in your Civ3 installation folder. If you have installed a previous version you need only do step 3 here and step 8 in the next section.

	1) In "scenarios" create the subfolder "Standard"
	2) In "scenarios\Standard" create a subfolder for the version you are using (example: 		"scenarios\Standard\116")
	3) Create the subfolder "art\tech chooser\backup" (New in V1.04)

Next backup the following files from the standard installation:

	1)	civ3mod.bic to the subfolder created in 2 above
	2)	civilopedia.txt (located in text subfolder) to the subfolder created in 2 above
	3)	pediaIcons.txt and script.txt (in text) to the Standard folder
	4)	resources.pcx (in art) to the Standard folder
	5)	science_ancient.pcx, science_middle.pcx, science_industrial.pcx, and science_modern.pcx (in 		art\advisors) to the Standard folder
	6)	buildings-large.pcx  and buildings-small.pcx (in art\city screen) to the Standard folder
	7)	units_32.pcx (in art\units) to the Standard folder
	8)	Copy all the tech icons from art\tech chooser\icons to art\tech chooser\backup (New in V1.04)

	If you have a mod that changes files other than these you may wish to back them up in the Standard folder as well.

Next create a subfolder in scenarios  for each mod you wish the program to handle.

	The subfolder will include all the game files that the mod actually changes.  Files added by the mod such as 	new unit art can stay where they are. 

Next copy the files "Standard107.ini" and "Standard116.ini" to the scenarios subfolder.

Next create an INI file in the scenarios subfolder for each mod you wish the program to handle.

	The structure of the INI file follows:

	[General]
	ModName={modname}
	ModCreatedBy={modauthor}
	ModLocation={subfolder where the mod files are located} example:scenarios\NoName

	[Changed Files]
	{subpath where mod file1 will be located}={subpath where the standard file is backed up}
		example:civ3mod.bic=scenarios\standard\116\civ3mod.bic
	{subpath where mod file2 will be located}={subpath where the standard file is backed up}
		example:text\pediaIcons.txt=scenarios\standard\pediaIcons.txt
	{...}={...}

	hint: you can use the Standard???.ini files as templates

	note: you need only include the files that the mod changes in the game, not ones it adds.
	see the example INI files for Vel's NoName mod and korn's Blitz mod.

Finally run the program.

	When first run the program prompts you to set the mod you are currently using, which it then stores
	in an INI file.
	Subsequently the program will read the current mod automatically and prompt you to select a mod to 
	use. (See changes below for command line switches)
	It then reads the current mod INI file and restores the standard files that the mod changed.
	Then it reads the new mod INI file and makes the appropriate changes.
	(Finally if all goes well it launches Civilization III with the new mod in place.) See changes below.


CAUTION: When developing a mod be sure to save all the files you have changed to the mod folder before 
running this program.


Changes V1.01beta

Modswapper now has an Options menu that allows you to specify what happens when the program exits. You can
run the Game, open the new mod in the editor, or simply exit.

A warning message about overwriting unsaved mods allows you to abort the swap.

Modswapper now does error-checking on mod INI files and incoming mods and keeps a log file.
As of now it reports problems with missing paths or files in the mod INI files and checks the incoming
civ3mod.bic for techs which may crash the game because their icon # is too high.

Changes V1.02beta

Code reworked to use an INI file rather than the Windows registry to keep track of current mod and exitmode.
Now must be installed in the Civilization3 folder.

Changes V1.03beta

For mods with added techs the program now renames large tech icons to keep them in sync with the small tech icons.
The executable can be renamed to any valid file name. The program will then create {program name}.ini and
{program name}.log

Changes V1.04beta

Command line parameters added:
	exitmode - /Xn where n=0 for close, n=1 for run game, n=2 for run editor
	modname  - /M{Modname} where {Modname} is the name of the INI file in scenarios without the INI extension.
	Thus a shortcut to the Blitz mod would have the command line switches /X1 /MBlitz
Can now load a random mod (the game will run on exit)