MODPACK OR SCENARIO: WHICH ONE IS IT?

BY

JOHN VALDEZ

(Rev. 1)


***********************************************************************************
A lot of  people ask me questions about the difference between a Modpack 
(Modification PACKage) and a Scenario. I think there are some players out there who 
play both modpacks and scenarios and may not know for sure or even care about the 
difference. Still, there is a distinction to note, and the boundaries are actually 
quite clear.
***********************************************************************************

THE BEGINNING OF MODPACKS

First of all, a modpack is just that-- it modifies files, and it is a radical 
approach to changing the Civilization II environment. A basic modpack generally 
alters the rules.txt file and units.gif file. In short, units are added or 
subtracted from the game, or the game rules are altered in some way. In a sense, 
Microprose actually designed the game to be the player’s own personal modpack. 
There were extra unit positions incorporated into the game and a short blurb 
(hardly instructions at all) for getting risky modpack authors started. Early 
modpack writers relied on the the rules.txt and units.gif files quite heavily, but 
they later found that certain things didn’t make sense or were outright annoying. 

For instance, if you designed a new diplomat, and say you called him an 
"Ambassador," then each time you discover WRITING a little box pops up and says: 

==================================================================================
You’ve discovered the art of WRITING. You may now commission DIPLOMATS and 
establish embassies with other nations. You may also use these DIPLOMATS to spy on 
your 
neighbors.
==================================================================================

Sounds great, except if you were the modpack author and you deleted the diplomat 
unit and replaced it with the ambassador placing the graphic in another slot. It’s 
even worse if you designed the unit to become available when the player  discovers 
a newly invented TECHNOLOGY such as: FOREIGN LANGUAGES. It would be the case that 
the info box for the old diplomat unit would continue to pop up every time and 
annoy the player, informing him that he could build diplomat units which in fact, 
he could not.[1]

As a result, modpack authors started to explore the files searching for some 
solution and they found it in the game.txt. Despite warnings at the top of the 
text file not to alter it, modpack authors were adventurous enough to build a 
bigger, better modpack. As the story goes, the need to fix things sort of got out 
of hand and some authors have simply left no text or GIF file unopened. 
Essentially, modpack authors have started to strive for the perfect modpack. Quite 
frankly, I’ve seen some mods so improved over the original Civ that going back to 
the original game would be like playing another modpack. I would cite Steven 
Strayer’s Fascist Patch as being among the early mods that has been streamlined to 
such a point it is somewhat of an upgrade to use it. Its current version 
significantly meets the historical challenges of WWII and effectively applies the 
appropriate technologies that produce the "correct" units in Strayer’s eyes. 
Scenario authors have even written WWII scenarios that are meant to be used with 
the Fascist patch. Truly, Fascism should have been there to begin with and I 
can’t imagine wanting to play Civ II with Fundamentalism. Honestly, I haven’t 
since 1998.[2] 

  Graphics

But what about the graphics and sound changes? When did that begin? Certainly, 
throughout this process came the need to make more radical changes. Modpacks were 
simply limited to the graphics that came with the game until the first person, 
whom we owe a great debt of course, drew, scanned, cut and pasted the first 
non-Microprose graphic for use in a modpack. Unknowingly, they changed the world 
of Civ forever. The production of new graphics caught the attention of various 
artists who happened to play the game and they simply had a hay day so to speak. 
The greatest single contributor to early terrain graphics is probably Frederic 
Meunie whose Tour de Eiffe website has downloads for new and original terrains. 
Meunie, who is best known for his "Moonland" and "Stoneheng" modpacks, opened up 
a whole new world of modpack creation. His work inspired other artists and soon 
there were new units, people, cities, city screens, terrains, and icons.[3] 

I have to credit Harlan Thompson and St. Leo for their outstanding contributions 
by providing several complete graphics collections. Harlan Thompson has 
contributed his "Extreme Collection of Units" (over 2000) along with other files 
that have extreme collections of icons and cities as well. St. Leo is probably 
best known for his "rip-off" graphics from other games such as Age of Empires, 
Transport Tycoon, etc. all reformatted to fit the Civ II environment. Of course, 
there are many other collections that have been added, most can be found in the 
downloads section of Civilization Fanatics Center, Civil Ziggurat, Scenario 
League, and The Great Icon Library.[4]

Icons have been and continue to be an after thought for many authors. Icons are 
the little pictures that come up in the city screen of the game. You could 
easily build a modpack and never change an icon. You could even give the icon a 
completely unrelated name to what it is and I think most people would agree that 
as long as you could get the desired effect, it doesn’t matter if the Water 
Storage looks like an aqueduct because it still allows your city to grow beyond 
a size of 8. Lately , I have noticed a renewed interest in making the icons 
accurate. Once again, I believe it is part of the goal to make the perfect 
modpack. 
 
Other graphics that have come onto the scene have been the city screen and 
people graphics. Radical changes in the city screen have been done by people to 
enhance their modpack. The changing of the people.gif has brought about a lot 
of new ideas. What makes the challenge of the people.gif so difficult is that 
you really only have a very tiny area of screen to work with. The area for a 
single face is only 810 sq. pixels which is roughly an area that is about 3/8 
in x 7/16 in. You could draw a bigger face on your fingernail. I put together 
probably the largest collection of people graphics to date.[5]

  Sounds

I would like to take a moment to say that sounds didn’t catch up with the 
creation of graphics for modpacks until recently. Mostly, I have to credit 
Kevin Gilbert for his outstanding presentation of his Star Trek modpack which 
used a large assortment of new sounds. Although Gilbert’s graphics were not the 
same quality as other Civ graphics, it was the new wav files that created the 
exceptional atmosphere of the modpack. Gilbert’s contribution was a landmark 
for creativity and change that began to be a part of modpack writing as a 
standard. Of course, other modpack writers most certainly used sounds before 
Gilbert, but none of them placed the emphasis on ‘game play’ with the support 
of these sounds. Star Trek simply wouldn’t be Star Trek without the sounds.

  Tools

The modpack writer eventually became armed with a variety of tools, including 
the GIF extractor written by Rune Berge for modifying the .dll files. The dlls 
are the files that contain other pictures in Civ II such as the intro slides, 
kings, and other graphics. A veteran modpack author can completely re-work the 
original version of Civ II to look entirely different ask Tim F. Smith, author 
of the Hi-Res modpack. He actually obtained photos of units, terrains and 
everything else you can think of. He scanned them, and integrated them into a 
modpack. Now, you can have photo resolution Civ II. Hats off to Tim. 

  The Modpack Manager

Matt Mcleod did modpack players and writers a favor and developed the Modpack 
Manager. As a result, I for one know that you can change, test and enhance 
any modpack much faster using the modpack manager because you can keep track 
of your work along with other mods without filling your hard drive with 
redundant copies of Civ II in a hundred different folders. 

THE FIRST SCENARIOS 

So now that you’ve read this entire treatise on modpacks, where does the 
part about scenarios come in? Well, scenarios started in much the same way 
as modpacks did. Very early on simultaneously, scenarios were almost a 
little better than the saved games we used to play on the original version 
of Civilization. Most people just kept trying to redo the second world war 
and the Roman empire as a scenario. Eventually, authors of scenarios decided 
those two scenarios were about as old and played out as one could get. 

Scenario authors started to try different maps and as a result they began to 
design entirely new themes to play. So, new scenarios started to pop up the 
Civil War, American Revolution, Vietnam, Korea, WWI, WWIII, the Gulf War, 
and eventually, even these scenarios became overplayed. Something was still 
missing and Civ II players were getting anxious with anticipation. Scenario 
authors found modpacks useful when writing a scenario, such as the Fascism 
patch. Writing a scenario for a modpack opened up new possibilities. It 
showed both modpack makers and scenario authors that there were other ways 
to change the attributes of the game which meant that scenarios could be 
enhanced tremendously.

Paul Cauldwell put a few units and sounds from Star Wars together and built 
the Star Wars scenario back in 1998. Caldwell and many others had started a 
new era in the production of scenarios. Not only were people using maps to 
build scenarios, but now they were using modpack building techniques to 
modify the rest of the game. Scenarios had become transformed into a cross 
between mods and scenarios. 

THE DIFFERENCE AND THE BOUNDARIES

Earlier, I had mentioned that the boundaries between modpack and scenario 
were quite clear. It seems that scenarios have started to overlap beyond 
their limits and they may appear almost  as if they are a modpack. Many of 
the high quality scenarios modify the units, sounds, people, terrains, and 
icons. They even modify the rules.txt, game.txt, advice.txt, tutorial.txt, 
labels.txt, and city.txt. All this is in addition to the events.txt (if 
you have Conflicts in Civilizations version or higher). There are more 
modifications in some scenarios than a lot of modpacks on the net. Yet, 
there is still a very significant difference between modpacks and 
scenarios. Modpacks do not have a scenario file.[6] 

Modpacks are meant to be played with game generated maps, premade maps or 
as a base for someone else’s scenario. If you install a modpack and run 
it, you just get the modified version of Civ II. In contrast, most 
scenarios can only be useful in as much as the scenario played. In most 
cases, you can not use it to generate new games effectively. All that a 
scenario is designed to do is play out a story or history and after a 
specified number of turns it ends. So, what about all those modified 
files I told you about earlier in scenarios? A player might say to me, 
"I don’t have a modpack manager thingy. I just copied all the files for 
your Antarctica patch into my main Civ II directory and when I’m not 
playing the scenario, everything in any new game I start is like a 
Antarctica modpack." Well, yes. Technically, scenario writers are 
actually writing a modpack, then a scenario to go with it these days. 
Highly modified scenarios for Classic Civ II are actually in short 
supply. Only a few truly good ones are available because newer versions 
of Civ II have more scenario editing tools. 

In the Civfanatics forum, I started a thread about modpacks and 
scenarios.[7] Patrick Choo (Kobayashi), author of the recent hit, Star 
Trek: Dominion Wars (2001),  brought up some interesting points:

"With regard to mod packs, if they contain scenarios, I generally just 
treat the modpack as a scenario. Its hassel free and almost as good as 
the real thing. The main things you lose are:

1. the pulldown menu terms 
2. the starting screens/music when you load the civ
3. City screen (but you can compensate manually for this)"

For someone who generally plays and builds scenarios with higher 
versions of Civilization such as Fantastic Worlds or MGE, this is the 
general approach to modpacks, and probably a good one. As I see it, 
modpacks are for Classic Civ II players. It is really a Classic Civ II 
dilemma: Players of Classic Civ II can't get the same scenario play 
with units and graphics unless they use it as a modpack. That is why I 
recommend the Modpack Manager to Classic Civ II users. It does the same 
thing for them just as Fantastic Worlds or MGE would for users of 
scenarios, and you get everything from the Modpack and possibly a 
compatible scenario if one happens to be included!

If you have the Fantastic Worlds add-on or MGE (which integrates a 
modpack manager, graphics editing tools, and events editor) then you 
can play all these specialized "modpack-like" scenarios but not enjoy 
the benefits of  the "residual" modpack when the scenario is not in 
play. Most people don’t even miss the menu, the music or city screen, 
because if they have never played Classic Civ II, then there is no 
way they would know about it.

Generally, these ‘new’ modified scenarios are meant to be played with 
Conflicts in Civilization, Fantastic Worlds, or Civilization II 
Multiplayer Gold Edition anyway. Classic Civilization II versions 
1.08 - 2.42 are really best suited to modpacks and I suggest using 
the modpack manager. Scenarios are alright for Classic Civilization 
II versions, but you miss out on the benefits of ‘events’ that can be 
programmed into the scenario. Events add substantially to a scenario, 
and most 
scenarios wouldn’t work well without them. You really cannot play a 
modpack on anything higher than 2.42 without a little trouble. I’ve 
found that most modpacks ARE written for Classic Civ II and that when 
they are used with higher versions of Civ the game sometimes crashes 
for whatever reason. Veteran modpack writers are often able to write 
modpacks with various solutions for each game version and some will 
even include a "start scenario' (a scenario that is a started game and 
saved as a scenario) so that higher versions can play the modpack 
without complication.

Also, here is another thing to think about. There are some scenarios 
out there that simply wouldn't make sense to be modpacks. Scenarios 
that mirror a specific story or graphic display might be too difficult 
to use. Let’s take Eyn's "Mafia" scenario which is a good one. 
Consider, if you try to load it up as a modpack, you can't generate 
a sensible map. You would have to play the map from the scenario every 
single time because the graphics won't work.

I have run into this problem on a couple of ideas that players have 
given me for a modpack; I'd love to make a Robocop or Simcity modpack. 
However, these ideas are probably best suited to a scenario because a 
story line and map can be developed better.

According to another answer I received in the forum by Erehwon (oryx):

"You bring up a good point that I'd like to expand on. I think that 
most scenarios would not play well as modpacks. Many scenarios don't 
have settlers or diplomats

~ don't have a full complement of wonders and improvments
~ have extremely short tech trees
~ just to name a few practices scenario makers employ
~ these things [combined] would tend to make for an unplayable regular  
  game."

THE OTHER THINGS TO KNOW

I would also like to point out that a lot of great scenarios are far 
more plentiful for higher versions of Civ II as well.[8] Still, a lot of 
really good modpacks continue to become available for Classic Civ II that 
players of higher civ versions may tend not to notice. Your preference, 
if you have any, will most likely depend on the version of Civ II that 
you have. There may even be some modpacks out there that have such 
uniqueness, a separate essay would have to be written on them. 
Sacrificial Blood v1.0 and v2.0 by Shay Yates Roberts is one that comes 
to mind. It is in its own category and likely to be the subject of a 
separate commentary. Let me just say that if you download Sacrificial 
Blood, treat it entirely as an new gaming experience. 

In sum, modpacks are just a theme. They change the atmosphere of 
Civilization II to 
be some particular environment whether it’s historical, modern, fantasy, 
sci-fi or some other great idea. Scenarios are a story that you play out. 
They can be a book, a movie, a historical event or even a cartoon. I 
strongly encourage everyone to try both, mostly because I think that 
either can be fun. There are a number of what I call "transitional" 
modpacks that bundle an actual scenario as a bonus or zip packages that 
may include files for all versions. The Ocean Earth Modpack by Anonymous 
Author, the Modern Modpack by Jeff Head, and the Star Trek Modpack by 
Kevin Gilbert are all likely to fall into this category.[9] Whatever your 
choice to play, whether it is a modpack or scenario, you can be sure 
that your gaming experience will be enhanced. The best part about 
modpacks and scenarios is that you can download them for free.[10]

If you would like to comment on this publication or add something that 
you think has been left out, please contact John Valdez via email:

JValdezToo@yahoo.com

c. 2001 John Valdez (Rev. 1)







ANNOTATIONS

1.         I have never known a modpack that did not have some problem 
in the advice.txt, game.txt, tutuorial.txt, or other .txt files that 
provide change to the environment for the game. Players should not 
necessarily judge a modpack negatively because it is incomplete in one of 
these files.

2.         Some players find the "Stormtrooper' unit offensive with the 
Nazi flag or symbol. Less offensive graphics are available on Steve 
Strayer’s website or a player might have a better graphic to use in its 
place. Strayer's opinion that historical accurateness is important to 
understand the potential of the Civilization gaming environment is 
considered controversial to some and welcomed by others.

3.         Meunie was very inspirational to me and his work was 
innovative. It does not mean to say that he inspired all modpack and 
scenario authors to use graphics, but his work was certainly helpful and 
you see his graphics quite often in other mods/scenarios of the past.

4.         Be sure to credit collection author, graphic author, and the 
game of origin when any graphics are used in the creation of any 
scenario or modpack.

5.         The Ultimate People Collection is available at: 
www.civfanatics.com in the download section under "graphics."

6.         Mostly, if you download a modpack you should not expect a 
scenario file. There are some modpacks that include scenarios and their 
are some authors who have written scenarios for modpacks by other authors. 
Always read the "readme.txt" file to find out if there are any special 
tid-bits you should know.

7.         Forums are a great place to get an idea of what people are 
doing with modpacks and scenarios. You can even download beta versions of 
scenarios or modpacks to experience and even participate in the creations 
process.

8.         When I say that "great" scenarios are in larger supply for 
higher versions, I mean to say that in comparison to the number of users 
of each version, there are many more scenarios per group or category for 
higher versions. A lot of authors have published Classic Civ II scenarios 
and those scenarios virtually receive little play (in my experience and 
communications with other players) than those scenarios with events files. 
Thus, only versions with events and graphics changes get the popular 
game play and quite often the popular vote.

9.        Jeff Head had a website at one time for modpacks, but it has 
shut down. Kevin Gilbert still has an active website 
(http://www.hfl.monroe.edu/KG/CIV/CIV.htm) that has many different 
graphics and other Star Trek scenarios by other authors. Ocean Earth 2 
can be found  at: http://geo5.free.fr/indexmil.html

10.       I have actually seen websites that have attempted to get 
contributions or a membership for scenario downloads. It is my opinion 
that some of the best scenarios and modpacks are available for free on 
the Internet. If someone tries to sell you a scenario without letting 
you play it first, chances are-- it's not much of a scenario. 


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