For the release of faustmann, I wrote a small program that makes it easier for users to install and update the mod. You can use it for your mod too. Here's how it looks:
The main goal is to make it really easy for the user to switch between your mod and vanilla, because the normal way to install a mod is such a pain that nobody can be arsed to do it for the odd game or two.
An optional feature also allows you to deploy updates for your mod. Because few users are gonna check your thread every week..
For now, it's only been tested on windows. I'd be interested for feedback if anyone tries running it under Linux with mono or wine.
So, how can you use this for your mod?
First, download the program and take it for a spin:
Here's a version with just the program, no mods.
Here's a version with faustmann installed. You can use the faustmann setup as an example/template for your own.
The first thing you should do is verify that the program works. Start it, follow the instructions, try to launch wargame with it. Try to load the faustmann mod and then reset to vanilla, if you downloaded the big file.
The modmanager looks for mods in the mods/ folder. So to start setting up your mod to work with WGMM, make a folder in mods/. The name of the subfolder is the name of your mod:
Inside your mod's folder, make another folder called "bin". This is where your modded wargame files go. Paste them while maintaining their folder structure, but only from the numeric folders. That's to say, if you usually give your users Data\WARGAME\PC\510057270\NDF_Win.dat, the same file for your mod in WGMM should be found in modmanager\mods\modname\bin\510057270\NDF_Win.dat
Place all your modded files like this and try to start the mod via modmanager. If you did everything correctly, the result will be no different from a manual installation. If you have problems, refer to the faustmann example. You can also place a file with a unique easy to find name, try to launch via modmanager, and then see where in your wargame install dir it got copied to - then adjust as necessary.
Imagine that some day eugen start updating the game again. At the time of writing, the newest version is 510064564, so a modded NDF_Win.dat will probably be headed to Wargame Red Dragon\Data\WARGAME\PC\510064564\NDF_Win.dat. Patch day hits, newest version becomes 600000000, your NDF_Win in 510064564 gets ignored and even if the patch didn't change anything else you have to rerelease the mod to fix it.
To circumvent this, you can provide mod files to WGMM and have it guess where they should go. Just put any such files directly under mods/modname/bin/ - any file that is directly under bin/ is assumed to use heuristic addressing. The program will do a depth-first descending [aka from biggest folder number] search for the first file of the same name in Wargame Red Dragon\Data\WARGAME\PC\, and replace that. This should always be correct for finding the newest NDF_Win.dat, and I've added some special cases for ZZ_4 and ZZ_Win, but it's ultimately an experimental feature so test extra-carefully before any releases using it and report any issues to me.
You can use static and guess paths for the same mod. Statically addressed files are placed first, so if a heuristically guessed path ends up the same as a static one, the file whose path is being guessed will overwrite the one that was placed statically.