MODPACK OR SCENARIO: WHICH ONE IS
IT?
BY
JOHN VALDEZ
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 “Stonehenge” 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 Anarctica 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, so 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
those 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 higher versions sometimes crash 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. However, 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
play much. 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 it. 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 include an
actual scenario with it too or 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
© 2001 John Valdez