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J Bytheway
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England
Jul 2001 time: 05:31
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SECTION: Programming, coder. I am willing to be a lead coder, but my variable availablility might make that infeasible.
COMPILER: I have VC++ 6, and also cygwin with gcc so I could help testing of linux ports in the cygwin environment, although I know very little about linux itself, so cannot help with the porting itself except in the most simplistic fashion.
AREA OF INTEREST: I would like to work on expanding or even replacing SLIC - I've worked with parsers and simple compilers before (e.g. I wrote a compiler (unreleased) for Baldurs Gate II AI scripts with considerably more features than that which accompanies the game). Also, I'm interested in improving the various data files and their options. Lastly, I would be happy to assist with documenting the code - I have some experience deciphering code with few or no comments.
BACKGROUND: I have experience in an extremely wide variety of programming languages from Quick BASIC through Inform to Python, and although my knowledge of C++ in particular is weak, I'm fairly sure I can handle anything in the main body of the code. I will have problems with issues related to linking, external dll calls and so forth. Though most of my programming has been for leisure I have worked on "real" code written by other people during work experience. I have been in and around the CTP community here at Apolyton ever since I joined, and I'm a regular (and I hope mostly reliable) PBEM player. I've contributed a couple of minor tools for CTP2 modding, and I wrote a guide to CTP modding (see that for my writing style if you want to know what my code documentation would be like). Although I practically never play CTP2 (I probably played more during the DG than I have in total otherwise), I feel like I have a thorough understanding of the game, and particularly the associated data files.
AVAILABILITY: My life (at least for the next couple of years) will be split into term times (when I have an excellent internet connection but little free time) and holidays (when I have a terrible internet connection but lots of free time). You can probably infer from this what kind of contribution I can give. Note that my terms are shorter than those at most universities, and my long holiday is in the Northern Hemisphere summer.
CONTACT: Email: jjb48@cam.ac.uk.
I also have ICQ and MSN messenger accounts which I won't publicise here. Feel free to PM or email me if you wish to know them (Keygen: I'll email them to you in a moment).
COMMENTS: In summary, I'm fairly versatile (at least within the bounds of programming) and fairly reliable. I've never dropped out of a PBEM game before I was destroyed (which has happened twice...) but I do hold them up sometimes. I've been around for years now, and I intend to stay (at least until I make Emperor ). I'm also a mathematician, and know a modicum about fuzzy logic and neural nets, which may possibly be of use.
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closms
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SECTION: Programmer
COMPILER: gcc, although I do have VC++ 6.0 too.
AREA OF INTEREST: Linux Port, first. The Games group here at the University of Alberta (www.cs.ualberta.ca/~games) has some nice path finding algorithms. One guy in my group came up with a modified astar that has better page and cache line locality. I'm interested in implementing thoes, second.
BACKGROUND: I'm a grad student, so I have some programming experience. I'm pretty good with C/C++. I've played CIV, CIV2, CIV3, AC, CTP but not CTP2 (yet).
AVAILABILITY: I'd much rather work on this then my thesis, but well, *sigh*.
CONTACT: mclosson@speedymail.org msn: closms@hotmail.com
COMMENTS: Give Linux a try 
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DDowell
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Västerås, Sweden
Nov 2001 time: 06:31
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I guess I have to resubmit my application now that the form has been defined. Well here goes:
SECTION: Programming, coder
COMPILER: VC++ 6.0
AREA OF INTEREST: Would like to work primarily on SLIC enhancement.
BACKGROUND: I have quite good knowledge of C++. Currently I'm studing at the university (major: Computer Gaming Studies).
AVAILABILITY: I can work for a couple of hours a day depending although at some points it may be less (due to examinations and such).
CONTACT: Email: dangjo-2@student.luth.se, ICQ# 46252980
COMMENTS: Let's get this thing off the ground! 
(Edit: Updated mail address)
Last edited by DDowell on 13-11-2003 at 13:36
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:31
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SECTION: Programming, coding and/or lead.
COMPILER: gcc; VC++ 6.0, may in the future upgrade to .NET
AREA OF INTEREST: would like to see a full-fledged sequel come out of this. I know it's far-fetched but as an old (Apolyton) friend used to say: "if it doesn't seem impossible at first, don't even bother" (paraphrased). Particularly interested in adding a decent trade/resource system, aside from that just want to make the best TBS game ever even better.
BACKGROUND: just read my FoA if Solver ever gets around to finishing it Posted some programming info earlier.
AVAILABILITY: Impossible to say and probably varies greatly, but I've been around for almost 5 years, worked my way up from a n00b who needed 6 months to figure out this site had a forum (and what a forum was) to one of the core staff members. Didn't do that by not being here 
CONTACT: see sig.
COMMENTS: Reading through this thread, I'm probably one of the least qualified of the programmers. But my knowledge of programming and especially this game should be enough to make myself useful, and I know enough to at least be able to communicate with the seasoned pros. I have some experience in working with and managing people who have more technical expertise than myself, so I'll be okay...
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bobbley
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SECTION: Programming, coder
COMPILER: Microsof VC++ 6
AREA OF INTEREST: undecided
BACKGROUND: Junior Computer Science major at Purdue University. Extensive knowledge of C/C++. Member of the Purdue Game Development Club.
AVAILABILITY: 5-10 per week
CONTACT: jdauble@purdue.edu but don't write in your subject line "hey jdauble, hot chick@#e7_d90h" because i probably won't read it.
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Azmel
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Venice Beach, CA, USA
Jan 1970 time: 05:31
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Hi Pyaray! I just heard that the source was going online and I think it's very exciting. It's been a few years since I've looked at it, but I should be able to offer up my own nuggets of wisdom on the AI stuff.
As I recall, I did a rather agressive rewrite of the original CTP1 AI using STL, so anyone that wants to get into the guts should know their way around #include .
As with Pyaray, my time is limited, but I'll try to answer questions and confusions on the AI code. Please be patient with any slowness in my responses.
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Keygen
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Athens, Hellas
Jan 2000 time: 07:31
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I sent an email to your previous address DDowell.
Let me know if you want me to resent it to your new email address.
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sadOldMan
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Shropshire
Nov 2003 time: 05:31
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Hi - I'm a programmer with time on my hands at present and I'm interested in contributing to the source code project. I currently use Microsoft VC++ 6.0. I've been programming for over 10 years and C/C++ for almost as long.
I also have a lan with computers running XP, ME, Win 98 etc and Linux which I use for software testing purposes.
I have a fast internet connection too.
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:31
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alright,
first a few questions.
are you guys trying to make a new CTP version "CTP3" or just a few modifications to CTP2 ?
will it be more like CTP 1 or 2 then ? personally i find CTP1 much more intuitive (placing the workers on tiles and stuff)
how free available will the result be ?
so here we go
SECTION:
translator (german and maybe turkish at some point, im improving )
later on programmer - whatever sort you need
COMPILER:
whatever is free and easy, been working with MS Visual C++ earlier, now with g++
but what does a translator need a compiler for anyway ..
BACKGROUND:
i have been programming for a long time, but never really on a professional level.
i have experiences with Basic, Pascal, C++ and HTML (and at least one awful madeup script language )
i have still a few things to learn about higher level programming, but ive grown very accustomed to the way of thinking for a programmer... i think.
my knowledge of english is very good, as is my german (being one of those). im eager to learn new languages, should it be of interest.
AVAILABILITY
im busy for at least 4 more weeks, probably till end of january. after that i might be able to spare a few hours each week.
also i might be in a programming job then and gain more experience each day.
CONTACT
email: mathemagician@gmx.de
ICQ: 97233301
time zone: CET (GMT + 1)
COMMENTS
i like to give general hints to, so if you like my advice on game principles, historical correctness, modularity, mathematical stuff, whatever - a few hours of introduction and i might come up with a neat idea 
oh yeah ! i believe ive found a mathematical algorithm that can be modified to generate maps for CTP-style games.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:31
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Well, I guess it's about time I got a round Tuit.
SECTION: AI programming.
COMPILER: VC++6
AREA OF INTEREST: In general I'm interested in game design, but really I'm mainly interested in the AI componant of the game
BACKGROUND: As for programming, this is my real weakness: I'm a c++ noobe. I did take a course in FORTRAN 4 back in 66 (or was it 67? They used to say "If you can remember the 60's, you weren't there.") In 79/80 I was a partner in a small company that imported computors into the UK, and got back into programming. I got fairly proficient with BASIC and wrote the stock check/accounting programmes for the company. This might sound trivial now, but at the time I had a computor with 16K ram. Anyway, I sold out my interest in that company, went into business for myself, and have been bogged down in tedium up until a few years ago when I discovered computer games.
Before I got into business, I was going to be a philosopher/logician. My D.Phil thesis was called "Some Systems of Epistemic Modal Logic". It is mouldering in the basement of the Bodleian Liberary, but an old friend of mine - who's now the head of The School of Informatics at a university up in Scotland - once said to me "You should have published your thesis, Pete. These people in computer science aren't really interested in Recursive Function Theory, but they're dead keen on that weird stuff that you were doing."
Well, I'm a bit too long in the tooth now to do any more weird mathematical stuff but I think that my experience with SLIC and modding the game over the past few years should prove useful.
AVAILABILITY: "I'm just an old codger with too much time on his hands." (Lou Wiggins) The only catch is that I'll be off to Canada next Spring and may be offline for a while.
CONTACT: PM or e-mail (see profile).
COMMENTS: Although our initial priority should be to deal with the things that were implemented in the patch and other such issues, I've been playing the debug version and I don't think that will be enough. It's just too basic. What's kept the game alive for the past few years has been the mods. I've got some ideas about this which we can talk about when the project gets rolling. Speaking of which ... ?
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:31
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by the way,
if you, the programmers, need some neat little tools and dont bother writing them yourselves, maybe i have something for you.
i wrote a small library, which keeps constantly growing, including all those little things that make your programming job easier.
for example a function that converts a double into a string (and dynamically handles the char pointers in case you call it several times during a cout call or such).
or a method to browse a text for a keyword, where the read text is checked char for char, in case the text is too long to be placed into memory as a whole.
mail me if you are interested:
mathemagician@gmx.de
i like writing such tools. if you have any other problem, i might take the time to program it for you. 
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