I've written a VB program to handle the swapping of mods (thanks to The Rusty Gamer for the idea).
Currently the program loads mod files from a subfolder in scenarios using information from an INI file in the scenarios folder.
When a subsequent mod is loaded the program will first restore standard files for all files the previous mod changed, then load the mod and do some error-checking on the incoming civ3mod.bic. Finally the program exits, saves session activity to a log file, and either launches the game, the editor, or simply closes down.
The program is still beta but is working well for me right now (running 98SE). You will need the VB runtime files for the program to work. (If you don't have them you can download a full install of this program at my admittedly primitive website.
New for V1.04
The program automatically keeps the large and small tech icons in sync for mods that add techs.
Command line switches are added that make it possible to create shortcuts to any particular mod.
You may load a random mod (the game will launch automatically)
Currently the program loads mod files from a subfolder in scenarios using information from an INI file in the scenarios folder.
When a subsequent mod is loaded the program will first restore standard files for all files the previous mod changed, then load the mod and do some error-checking on the incoming civ3mod.bic. Finally the program exits, saves session activity to a log file, and either launches the game, the editor, or simply closes down.
The program is still beta but is working well for me right now (running 98SE). You will need the VB runtime files for the program to work. (If you don't have them you can download a full install of this program at my admittedly primitive website.
New for V1.04
The program automatically keeps the large and small tech icons in sync for mods that add techs.
Command line switches are added that make it possible to create shortcuts to any particular mod.
You may load a random mod (the game will launch automatically)
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