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drulius
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Lubbock, Tx USA
Jan 1970 time: 23:31
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Hello everyone,
I'm basically new here. Although I've lurked on and off since civII mpg came out, I had not stopped by for over a year when on a whim I happened to check in a day or so after the source code was released... I kept getting compelled to come back and now here I am volunteering.
SECTION:
Playtesting (SP, MP, PBEM...I have two machines on a home network and a cable modem)
Manual rewriting/reorganizing,
some code documenting or small projects (but my C++ skills are very novice),
game music
COMPILER:
VC++ 6.0, yes with access; but no with much useful knowlege of how to use it.
BACKGROUND:
Own and have played civIImpg, civIII, CTP1, and CTP2. But I had not touched CTP2 since about 5 or 6 months after it came out, too many annoyances. But this project seems like a truly magnificent possibility and I reinstalled the game (installed it for the first time on my new machine), the .11 patch, and the playtest files.
While I don't have any professional experience in any aspect of game design, I believe I have an acute sense of the philosophy of good game play/design. I have a hobbyist's experience making computer music and sound design, and I play bass in a band that plays gigs for money.
I just finished my first semester back at school studying for a second (dual) degree in CS and Math this time. As time goes by, my ability to be useful in the actual coding part of the project should improve. Regardless, I am very interested in this opportunity to closely examine and understand the code and structure of this game.
AVAILABILITY:
As I am a student again, I will have the usual fluctuating workload during semesters, but should be able to average 3 or 4 hours a week, and guarantee at least one PBEM turn every day.
CONTACT:
bumblebeaver@caulks.net (spaminator: the domain is actually spelled like baseball's red SOX, I would have used the rooster name instead of the construction goo but then it would look like a porn address.)
COMMENTS:
I've played about 400 turns of a SP game since I installed the playtest. The two main reasons I stopped playing are still there, the AI won't leave after agreeing to leave in a treaty, and the lack of a quick exhaust button to get rid of the rest of a unit's movement points for the turn, so you can easily choose to let a unit or stack stand still for the turn without putting it on sentinal or fortify. Certainly the AI not leaving is a bug, but this other concern might easily be considered to be beyond the scope of just a bug fix.
I have some things to report about the Neptun map I'm playing on. Is there a thread for playtest reports?
In the future, I would love to work on ways to get the game music to respond to game events algorithmically. I also think it would be cool if there could be a pool of say 60 AI personalities that could end up being leaders in any given game. Kind of like how Railroad Tycoon 2 had some guys that built or ran poor railroads, but would kill you in the stock market, some of these AIs might make games too easy by helping too much or fighting other AIs while you are winning, but others might be very capable of taking you out every time if you don't get help...(difficulty levels could adjust the ratio of easy/ruthless AIs in the mix.)
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Mazaika
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i'll be programmer apprentice. i know C. (i should have studied for a mechanic). i have some cool ideas though, just trying to get the game to compile...
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nazer
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Hello,
Better Late than never, sorry but I just stumbled onto this. This is just what I always wanted to get involved with.
SECTION:
Game play. Coding…..
COMPILER:
VC++ 6.0, LINUX (RedHat).
BACKGROUND:
I have 25 years experience in professional digital design and software engineering (Mostly UNIX, LINUX and embedded systems). Most of it using C/C++ and Java? Quite a bit of it has been as a Systems Engineer but in the last three years I have gotten back into software engineering.
The down side is that very little of my professional experience is in the Windoz environment.
AVAILABILITY:
Pretty much daily between 2300Z – 0400Z, Saturdays: 1600Z – 0400Z, Sundays: 2000Z – 0400Z.
CONTACT:
jeffhertig@cox.net, jhertig@seaspace.com
COMMENTS:
If I can only get this windows and VC++ environment figured out I’ll be dangerous…..
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MrBaggins
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Most of what we are looking at in the project, is the game state and AI stuff rather than graphics or windows API stuff particularly... and where we'd like to extend the graphics, the developers have been so kind as to have an abstracted user interface system.
So.. the more the merrier.
I'd suggest Windows98 and Visual Studio6 to work in... seems to be the most successful solution.
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ctplinuxfan
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Hi,
hope i'm not wrong here 
SECTION: programming, coder, linux port
COMPILER: gcc 3.3.2
BACKGROUND: about 6 years experience in c++, 4 years using gnu tools (e.g. autoconf, automake, libtool, make, etc.)
AVAILABILITY: pending, quite limited until end of march (a few hours per weekend until then)
areas of interest: native linux port
I don't know if there are any plans like that and if this is possible, but i'd also welcome merging all work together, forming a multiplatform code (e.g. by common use of sdl, openal, and anet and using #ifdef conditionals for the hopefully rare cases where os dependent code needs to be used).
Ciao
Holger
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Uchuu-kun[SM42]
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Meh. Application follows:
SECTION: QA/AUX
COMPILER: GCC
AREAS OF INTEREST: French translation, documentation, low-level C tweaking, random graphics stuff, playtesting, coffee making.
BACKGROUND: French immersion education up to Grade 7; classed as "Advanced-Level" on most recent test. Grammar Nazi and would-be writer. Know how to use compilers and patch from Nethack. Experienced with Photoshop (which I don't have) and PSP (which I do). Have been playing games since about the age of 6, but no prior 'playtesting' experience.
AVAILABILITY: Very good, after this week. May change if I get a job.
CONTACT: this_is_not_a_step@hotmail.com
Actually, come to think of it... I have Win98 on all my machines, and access to VB6 and C++... of course, I don't know how to USE them, but...
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maiku
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I guess I'm the new guy here. I just wish I'd heard of this project earlier!
Anyway, I just wondered if there was any way I could join in and help out (just basically as a fan of Call to Power II).
I'm mainly good at writing; technical documents, user manuals, grammar checking, etc.. I majored in Linguistics (with a strong English Language slant) at College. I have programming experience with C, VB, C# and a few scripting languages (I've played around with C++, but never actually had to use it in a working environment so I'm not sure how useful I would be as a programmer on a project of this scale).
I speak English and Japanese (I'm English, though, but I worked in Japan for a couple of years and studied the language). Maybe I could help with a Japanese translation, if there is someone out there (like a native Japanese) I could liase with, I don't think I could manage it single-handedly, my skills are passable, but not outstanding.
Also, in the past I've done a fair amount of software testing, as well as development (mostly database UIs).
I would be mostly interested in the documentation side of things if there's an opening, I reckon that's where I can prolly be most useful. I would love to get an opportunity to help with the coding side, but I guess you're prolly inundated with every computer-major college student wanting to get their name in the credits without me joining the crowd
Oh, BTW, I'm Mike, all my details are in my profile but to repeat, its
mail: maiku@uymail.com
ICQ: 18092372 
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Calgary B
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Howdy all,
I'd just like to start by saying how excited I am by this source code project. It's really the first time I've heard of such a well known full retail game's internal workings being released. The possibilities are endless.
That said, here's my deal: I am going into fourth year computer engineering at the University of Toronto and I have received a research grant to study complexity over the summer leading into a thesis on the topic. The area which I am focusing on is the real VS perceived complexity of the human-computer interface. The basic idea behind this is how does the type and amount of information displayed on the screen relate to how well tasks can be performed on a system. The applications range as wide as graphic editors to power plant control, but this Civilization code has amazing potential as a test vehicle and will most likely be a major part of my work. So basically I'm throwing my hat in the ring.
I've done a fair bit of C/C++ programming, and Java too, so I'm definitely on top of the OOP. I'm also a veteran of CIV II & III and have been playing CTP2 quite a bit this last week. However, I'm way too busy with the research and summer classes to do any substantial work on improving the code. I'm sure from time to time I'd like to get dirty on a few routines though, so I'll be sure to let you know.
In the meantime, my goal is to gain a thorough understanding of how things work as is. The fact that Activision deleted all the comments is a real kick in the pants. I have 2 questions right now. My first is, has anyone done any work on or seen some sort of overall design documentation or flow chart or started adding back in comments that could help give an idea of how things work together as a system? My second question is, has anyone attempted contact with Activision at all? Are they interested in helping at all, or did they just say "here's the code, leave us out of it"?
That's all I got for now. Talk to y'all soon.
Peas,
B
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