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This means that you are free to look at them, download them, use them, abuse them, etc. If you like ours, and they are of benefit to you, we ask that you consider sending us the following to offset the site subscription, email, counter, etc. costs, so we can continue providing all of this to Civ II enthusiasts around the world:
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Nephi, UT 84648
Our Scenarios you like .............................. $ 1.50 (US)
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The Rocky Mountain Civilization II Site
P.O. Box 295
Nephi, UT 84648
Thanks for your consideration.
HINT or TIP: Microprose Scenario CD Impact
Regarding the new Civ II Scenario CD
by Micropprose and it's impact on Mod Packs. They have done some really
good things that I will summarize below:
a) They have included a number of very good scenarios, each of which is a virtual Mod Pack of its own. They have made switching between the scenarios, and all of the respective mods for each, very easy. They did this by establishing a SCENARIO sub-directory under the main Civ II directory which contains each scenario as another sub-directory. Within the sub-directory for each scenario are all of the .GIF and .TXT files for the mod, and a SOUND sub-directory whcih includes any new .WAV files. The Civ II program uses the mods in the sub-directory under SCENARIO when you start up a scenario or saved game from that sub-directory.
b) The Civ II program now returns to the main, start-up menu whenever you quit, win or resign from a game. No more restaring the program each time you stop playing.
c) They have created a nice macro language for creating conditional events within your scenarios. The conditional (IF, THEN) statements are included in an "event.txt" file for each scenario sub-directory and are then executed during the game according to the conditional statements in the "event.txt" file. For example, one could cuase any civilization to have its treasury increaded by X amount according to conditional happenings in the game; or, you can create new units for any civilization according to conditions you establish; or, you could have certain units move to various places on the map based on conditional statements at some point in the game; or, you could play a special .WAV file based on conditions, etc., etc..
The net effect of this has been to force players to make one of two decisions
a) They have included a number of very good scenarios, each of which is a virtual Mod Pack of its own. They have made switching between the scenarios, and all of the respective mods for each, very easy. They did this by establishing a SCENARIO sub-directory under the main Civ II directory which contains each scenario as another sub-directory. Within the sub-directory for each scenario are all of the .GIF and .TXT files for the mod, and a SOUND sub-directory whcih includes any new .WAV files. The Civ II program uses the mods in the sub-directory under SCENARIO when you start up a scenario or saved game from that sub-directory.
b) The Civ II program now returns to the main, start-up menu whenever you quit, win or resign from a game. No more restaring the program each time you stop playing.
c) They have created a nice macro language for creating conditional events within your scenarios. The conditional (IF, THEN) statements are included in an "event.txt" file for each scenario sub-directory and are then executed during the game according to the conditional statements in the "event.txt" file. For example, one could cuase any civilization to have its treasury increaded by X amount according to conditional happenings in the game; or, you can create new units for any civilization according to conditions you establish; or, you could have certain units move to various places on the map based on conditional statements at some point in the game; or, you could play a special .WAV file based on conditions, etc., etc..
The net effect of this has been to force players to make one of two decisions
1) You can take your existing Mods
under MODPACK created by the Mod Pack manager and move each
sub-directory under SCENARIO. A sub-directory called SOUND will
have to be created for each for any .WAV files. For example, for
a Mod Pack called "MoreReal", you would end up with:
c:\civ2\scenario\morereal\sound
.WAV Mod files for MoreReal go into "sound" directory of path above.
.TXT and .GIF Mods files for MoreReal go into "morereal" directory of path above.
2) You can load the new scenarios into a temporary place on disk, and then move the scenario subdirectories that come with the CD under your Mod Pack directory, doing away with the SOUND subdirectory for each and loading the .WAV files into the respective Mod Pack directory. This will allow you to use your current operation with Mod Pack manager, and the GAME.TXT and LABELS.TXT modifications for each Mod Pack.
I opted for the first option. Changing between Mod Packs is much faster, and I've got the best of both worlds. All of the Mod Packs I've accumulated work, and I have the new stuff. Hope this helps.
c:\civ2\scenario\morereal\sound
.WAV Mod files for MoreReal go into "sound" directory of path above.
.TXT and .GIF Mods files for MoreReal go into "morereal" directory of path above.
2) You can load the new scenarios into a temporary place on disk, and then move the scenario subdirectories that come with the CD under your Mod Pack directory, doing away with the SOUND subdirectory for each and loading the .WAV files into the respective Mod Pack directory. This will allow you to use your current operation with Mod Pack manager, and the GAME.TXT and LABELS.TXT modifications for each Mod Pack.
I opted for the first option. Changing between Mod Packs is much faster, and I've got the best of both worlds. All of the Mod Packs I've accumulated work, and I have the new stuff. Hope this helps.
IMPORTANT
Specific changes to GAME.TXT and
LABELS.TXT files for each Mod Pack are rendered obsolete by the new
civ2.exe. This is because these files have changed to accomodate the
new functionality in Civ II, and the program does not use any GAME.TXT
or LABELS.TXT files in the SCENARIO sub-directories. So, you'll have to
change them once for your own general environment and put them in the
main civ2 directory, then risk having to update them with any new
releases.