ModMan is an automated mod swapper for SMAC and SMAX. So no-one should be copying their SMAC dir 500 times just to play different mods! 
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\
Since I wrote this with Aldebaran2 in mind, I'll put
those files in
D:\SMAC\Aldeb2
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.
The description is optional, and is displayed before the mod is run.
Now, you can run the mod from the Run mod option.
The edit and delete mod options only alter the .SM files created with
the add option.
That's about it.
-- #endgame
-- EOF --
ModMan can also handle replacement files in other directories such as the pcx files for facilities and techs or the voices for techs and facilities, even the secret project movies, if you can make your own.
That's the theory, but I need bug reports to see if I stuffed up.
I see possibilities for gamebalances in things like DGs.

Code:
+-----------------------------+ |ModMan - The SMAC Mod Manager| +-------------+---------------++ |Version: 1.07|Author: #endgame| +-------------+----------------+
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\
Since I wrote this with Aldebaran2 in mind, I'll put
those files in
D:\SMAC\Aldeb2
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.
The description is optional, and is displayed before the mod is run.
Now, you can run the mod from the Run mod option.
The edit and delete mod options only alter the .SM files created with
the add option.
That's about it.
-- #endgame
-- EOF --
ModMan can also handle replacement files in other directories such as the pcx files for facilities and techs or the voices for techs and facilities, even the secret project movies, if you can make your own.
That's the theory, but I need bug reports to see if I stuffed up.
I see possibilities for gamebalances in things like DGs.
:
Good thing the mod works with both. I couldn't find the .exe variable to change it to terranx.exe. Maybe I'll go find that now. Very impressive stuff. I found a whole load of DOS commands I didn't even know about from my cursury study to get Fileswatter working. Too big a list to publish.
I suppose this is taking into account the possibility for project movies, voices, etc. being in the mod? Can I get that behaviour to shut off? It wasn't obvious how to say yes/no in the ModMan main menu. I'll give another try.
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