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There have been many user mods created for the PC-version of the game. These mods usually contain a combination of new graphics, rules, and scenario files. With a few slight alterations, these mods can be made to work on MacOS too.

Support File Changes

Much of the user interface and game play of Civ II is controlled through text files located in the "Civilization II Files:Support" folder. Many mods customize the game by including replacement support files. These modified Windows support files must be converted before they are used with the MacOS version.

If your mod does not change any of the following files you can skip this section, and go to the section on Art changes: GAME.TXT, LABELS.TXT, COUNCIL0.TXT, MENU.TXT, TUTORIAL.TXT, or MAPMENU.TXT. If your mod DOES change any of the above files, find the section below which corresponds to that file & make the changes as described.

Game.txt

GAME.TXT contains descriptions of many dialogs. If your mod replaces GAME.TXT, it is important that you alter the new modified version of GAME.TXT to contain the following changes, so that these dialogs appear correctly.

To make the changes described below, simply open the new GAME.TXT file in any text editor (such as SimpleText or BBedit), find each described dialog, and make the change suggested.

In the rare event that the text of the new GAME.TXT does not match the text this document instructs you to replace, the modification set you are using has changed the dialog in question. In that case, I recommend changing the dialog as per this document, and then figuring out what the modification author intended and trying to replicate that behavior by slightly altering the replacement text described in this document.

Note that some of the following alterations are optional & recommended but not critical to game function:

1) @REPORTFOREIGN
Replace the lines:
@button=Check Intelligence
@button=Send Emissary
with the lines:
@button=Send Emissary
@button=Check Intelligence
@button=Cancel

2) @UNSAVED
Replace the lines:
%STRING0 has unsaved changes!

Cancel action.
Continue anyway (lose changes).
with
"%STRING0" has unsaved changes!
Continue anyway (lose changes)?

3) @REALLYRETIRE
Remove the lines:

No
Yes

4) @REALLYQUIT
Replace the lines:
@width=320
@title=Confirmation
Do you really want to quit?

No
Yes

with
@width=280
@title=Confirmation
@button=Quit
@button=Cancel
@button=Save Game
Do you really want to quit?

5) @CDROMNOTFOUND
Replace the lines:
@title=Please Note
@button=Repeat Search
We were unable to find the Civilization II CD-ROM. If desired, you may play this session of Civilization II without the additional multimedia, music, and art supplied by the CD. You may also check that the Civilization II CD is in a valid CD-ROM drive and then repeat the search by selecting "Repeat Search" below. with:
@title=Please Note
We were unable to find the Civilization II CD-ROM. If desired, you may play this session of Civilization II without the additional multimedia, music, and art supplied by the CD.

Additional dialogs
Add the following text before the last line in the GAME.TXT file (BEFORE the line that reads "@;this line must remain at end of file"):

@HC_MISSING
@title=High Council
The High Council Window could not be displayed because the
required movie files could not be found.
To view the High Council Window you must insert the
Civilization II CD or install the movie files onto
your hard drive.

@CANTOPENSCENARIO
@title=Cannot Load File
To load a Scenario file or Map file you must quit the current game and restart Civilization II.

Optional optimizations to Game.txt


1) The widths (@width) of the following dialogs were changed to look better due to differences in the MacOS fonts. We recommend that you change the widths as follows:

@DIFFICULTY (200), @ENEMIES (250) , @BARBARITY (270), @RULES (200), @GENDER (200), @TRIBE (500), @NAME (300), @CUSTOMCITY (200), @FOUNDED (250), @REALLYRETIRE (280), @REALLYQUIT (280) - you should have changed this already in step 4 above.

2) The following dialogs are never used in the MacOS game & can be removed from GAME.TXT to provide a (very) slight performance boost. To remove a dialog, remove the title (including the "@") and all text before the next "@" character. The removable dialogs are as follows: @MOVEPENDING, @LOCKFAILED, @LOCKFAILEDGLOBAL, @MULTIFEATURE, @WAITPICKTECH, @WAITING0, @WAITING1, @WAITING2, @HANGUP, @WAITLOCK, @WAITGLOBAL, @WAITACTION, @WAITPLUNDER, @MULTIDONE, @NETWAITING, @LOSTSERVER, @LOSTIT, @RECONNECTING, @SECONDMESSAGE, @SECONDFAILED, @CODECNOTFOUND, @VFWNOTREGISTERED, @HERALDWARNING.

3) You may also remove @@PRODCHANGE - but note that you SHOULD NOT remove @PRODCHANGE but rather the unused @@PRODCHANGE.

4) In the @GAMEOPTIONS dialog, all the periods after "@options" should be removed; the line "Move units w/ mouse (cursor arrows)." should be replaced with "Move units with mouse (cursor arrows)"; and the "ENTER" in the last line should be changed to "RETURN".

5) In the @GRAPHICOPTIONS dialog, the line "Animated Heralds (Requires 16 megabytes RAM)" should be changed to simply "Animated Heralds".

6) In the @MESSAGEOPTIONS dialog, all the periods after "@options" should be removed.

7) In the @NOTONMAP dialog, the word "mapboard" should be replaced with "map".

8) In the @BUILT dialog, the line "@width=270" should be added after the "title=Domestic Advisor" line.

9) In the following dialogs, the occurrences of "_._._." should be replaced with "...": GREETINGS00, GREETINGS01, GREETINGS02, GREETINGS03, GREETINGS10, GREETINGS11, GREETINGS12, GREETINGS13.

10) In the @EXCHANGEGIFT dialog, add an ending quote at the end of the last line.

11) In the @TAKECIV9 dialog, the word "exchance" should be "exchange".

12) In the @NOTORIOUSSMALL dialog, the word "preceeded" should be "preceded".

13) In the @PATIENCEALLY dialog, the word "tete-a-tete" should be "têtê-à-têtê".

14) In the @NEWXFORM dialog, the word "roadbuilding" should be "road building".

15) In the @PLANRETIRE dialog, the word "Millenial" should be "Millennial".

16) In the @CITYEDIT dialog, remove the extra "&" from "Clear Disorder && We Love King".

17) In the @SCENARIOEND dialog, the last two lines should read as follows: Ce jeu est maintenant complété.
Dieses Spiel ist nun vollständig.

Labels.txt

The LABELS.TXT file contains various terms that occur throughout the game. If your mod replaces LABELS.TXT, you need to alter the new modified version of GAME.TXT to contain the following changes:

1) In line 16, "458" should be changed to "459".

2) In line 45, "Press ENTER" should be changed to "Press RETURN".

3) In line 54, "Exit" should be changed to "Done".

4) In line 256, "Select File Name For Saved Game" should be changed to "Save Game As".

5) In line 278, "Select File Name For Saved Map" should be changed to "Save Map As".

6) In line 259, "Govts: Overview" should be changed to "Governments: Overview".

7) Lines 282-285 should read as follows:
Paint: Shift Click
Grab: Option-Shift Click
Add Item: Shift Click
Delete Item: Option-Shift Click

8) In line 433, "Select File Name For Scenario" should be changed to "Save Scenario As".

9) Add line 475, as follows:
Quit

COUNCIL0.TXT, MENU.TXT, MAPMENU.TXT, & TUTORIAL.TXT

The COUNCIL0.TXT file that shipped with the Windows version contains a bug. To fix this bug, simply replace line 289 which reads "s5, s, 3314,3351, Science: I agree." with the line "s5, 3314,3351, Science: I agree.".

The MENU.TXT file contains descriptions of all menus in the game. It is unlikely that your mod replaces MENU.TXT. However, if your mod does replace MENU.TXT, the changes are likely to be minor. The easiest way to reconcile these changes with the MacOS version is to find out what is different in the new MENU.TXT file by comparing the files on a line by line basis. BBEdit is great for that.

When you have determined what has changed, make those changes by hand to a copy of your original MENU.TXT.

The MAPMENU.TXT file contains the descriptions of all the menus that occur in the Map Editor. Please refer to the MENU.TXT section above for instructions.

The TUTORIAL.TXT file contains dialogs used in Tutorial mode. It is unlikely that your modification set replaces TUTORIAL.TXT. But if it does, we have made two very slight changes which are optional: In the @IRRIGATE dialog, we have replaced the word "_key" with "key", and in the @DEMOCRATS dialog, we have changed the width from 600 to 500.

Art changes

Mods customize the screen art for Civ II by including replacement art files. These modified Windows art files must be converted before use with the MacOS version. The conversion is necessary because the screen art for the MacOS version is stored in PICT files while on the Windows version the art is stored in GIF files.

To convert Windows art files to the MacOS, use a graphic converter program to convert the GIFs to PICTs. Be careful to use a converter program that does not alter the color palette - if yours does, you will know because the art in-game will look horrible. A recommendation would be using clip2gif by Yves Piguet. I used version 0.7.2 with good results. Get it from the downloads section.

Once you've converted the art files, make sure they are renamed with the .PICT extension. "CITIES.GIF" & "UNITS.GIF" would be renamed to "CITIES.PICT" & "UNITS.PICT". Note that capitalization is not important (Units.pict is equivalent to UNITS.PICT.)

After converting & renaming all the art files, move them to the folder that contains the original file with the same name & replace the original file. Thus, "CITIES.PICT" & "UNITS.PICT" should replace the original ones in "Civilization II Files:Support".

Sound changes

Many mods customize the sound effects by including replacement sound files. These modified Windows sound files must be converted before use with the MacOS version. The conversion is necessary because the sounds for the MacOS version are stored in AIFF files while on the Windows version the sounds are stored in WAV files.

To convert Windows sound files to the MacOS, use a sound converter program that can convert WAV files to AIFF files. I find QuickTime to be the least hassle - open the WAV file & choose "Export..." in the "File" menu. Make sure you rename all converted WAV files to AIFF files because Civ II looks for sound files named with the AIFF extension. After converting & renaming all the sound files, move them to the "Civilization II Files:Civ2:Sound" folder & replace the original versions.

Congrats, you're ready to give the mod a spin now!

Author: Amandeep Jawa & Bolkonskij