*** BEGIN WARNING!!! *** This toolbar is *INCOMPATIBLE* with previous versions of TC2M. It is only compatible with the second patch (2.51), and possibly beyond. That patch changed the nature of the Run button, and added a Walk button. This change has been incorporated into this mod, meaning that it won't work properly with older versions of the game (neither the initial CD release nor the first patch (2.40) ). *** END WARNING!!! *** This mod alters the configuration of the toolbar buttons for MadMinute Games' Take Command: Second Manassas PC game. Be sure to install the SECOND patch (2.51) so that all scenarios can use this mod and the run command will function properly. Patches for TC2M can be found in the downloads section at: http://www.madminutegames.com/ . Be sure to make a BACKUP copy of your existing toolbar.csv file before using this mod since the original file will be OVERWRITTEN. Also be aware that if you've changed anything within your toolbar file (such as the coordinates for the in-game compass - the last line in the file) you'll have to re-edit in your own changes after you've copied over the file. To install this mod, just place the 'toolbar.csv' file into your Data Files directory. If the directory does not exist, create it. Then copy the modded file into the new directory so that it looks like this: - Paradox Interactive - Take Command - 2nd Manassas - Data Files toolbar.csv <<<--- modded toolbar file + Graphics + Maps + Movies [etc, etc.] To remove this mod, simply copy over the BACKUP toolbar.csv file you made prior to installing this mod. Or just delete the file if you previously had no other toolbar.csv installed; if no toolbar.csv file is found the game will simply use its default toolbar. Changes (and oddities) that come with this mod: I've tried to standardize all the buttons between the various units so they are always found in the same positions regardless of which unit is selected. I've also adjusted the default button positions so I could fit in one more column (8 instead of 7). Some extra functionality has also been added. The graphics have not been altered. * The Run and Walk commands (introduced starting with patch 2 (2.51)) share the same button position, but do not change the graphic; it always shows the Run or Gallop figure (I have no artistic talent, and it's pretty easy to see how fast the unit is currently travelling). * When issuing a Run or Walk command, that command is always passed down to subordinate units. Previously, Run was a toggle which switched the state of whatever the unit was doing (so a running unit would switch to walk, and a walking unit to run). But now, Run means run and Walk means walk. * If the Leader unit is stopped (e.g. already at the destination), the Double Quick button will not allow you to issue a walk command. Instead, use one of the formation buttons to get the units to walk again. * A March Column formation has been added to the Infantry Brigade, Cavalry Regiment, Artillery Battery, and Artillery Brigade commanders' toolbars. This is the old "Road March" formation, which lines up the units in one long line with the commander in front. * Infantry Brigades can now charge and retreat as a whole. But be aware that only regiments which are currently engaged will charge; any others that are not firing at an enemy target will NOT charge. The reverse is true for retreating, however. If any one of the Brigade's regiments have sight of an enemy unit (even just an officer, and even if they're not in firing range), the ENTIRE Brigade will retreat! Be careful when using these two commands. * Charge and Retreat have been added to the Cavalry Regiment commander's toolbar. Charge and retreat behave in the same odd way as they do for Infantry Brigades. * The Cavalry Regiment commander can now order the whole Regiment to Mount and Dismount, but the graphic and text do not work properly (it always shows Dismount only). * There is a bug with Artillery Battery commanders where the opposite graphic and text for Limber/Unlimber may sometimes be displayed. The button works properly, it just gives the wrong visual feedback. Clicking another unit then going back to the Artillery commander clears it up. * When using Double Quick with an Artillery Battery some of the guns in the battery may sometimes not respond to the order, and have to be controlled individually. This seems to happen more often in larger scenarios. * If the guns are Engaged, they may not Limber. Hit Hold Fire, then Limber the guns. * Artillery Brigade commanders can now Hold Fire, Withdraw on Recoil, and choose ammunition for all the guns under him. * The Army commander can now Halt the entire army. Feel free to mod this file to your heart's content, and even distribute your own version if you wish, or as part of a larger mod. Anyone who wishes to host this mod is free to do so, but please don't publically distribute it by CD or other media, particularly any that involves an exchange of money, even just to cover shipping. And please keep this text file with the mod. Changes and Errata (July 16, 2006): * Updated run button on all toolbars to reflect the changes introduced in TC2M 2.51, rendering this mod incompatible with previous versions of the game. * Corrected Union Supply Wagon, which originally used the Confederate gallop button graphic. version 1.0: June 1, 2006 version 1.1: July 16, 2006 Endless thanks to Adam and Norb at MadMinute Games and the MadMinute Team who worked so hard to deliver such a fantastic game to our PCs. All the credit for this simple mod goes to them. Chris "Wolfe" Hare chare@erols.com http://users.erols.com/chare/cm/ July 16, 2006