Close Combat: Battle of the Bulge was the forth installment of the World War II real time strategy game created by Atomic Games. Published by The Learning Company / SSI and released in November 1999, Close Combat: Battle of the Bulge takes place during the World War II confrontation known as the Battle of the Bulge. This game saw the addition of a new strategic layer, which tied the different tactical level battles together. My main duties were tactical artificial intelligence and online programming. I designed and implemented the integration of the new strategic layer with the existing tactical layer. This brought in a new feature of being able to attach onto various sides of the map, which was new to the engine. Also added was the new concept of battle groups with force pools. I implemented the logic being their repair and requisition of units. In the tactical layer, I was responsible for the damage inflicted during artillery and air strikes as well as the ability of the soldiers to dig defensive trenches and gun pits during deployment. Finally, I delved into the existing vehicle path finding and improved it so that they avoided other vehicles better.
The Award-Winning Real-Time Wargame Series Returns to Action!
- New Campaign system allows movement of multiple battle groups on a strategic map of the Ardennes.
- Units may enter from different points on a battlemap based on their strategic movement.
- Through advanced AI, stress, fatigue and morale have a direct implace on your troops and they react accordingly.
- Strategic game battlemaker allows you to create your own Bulge campaigns.
- 2 players can play head-to-head via seriel cable, IPX, dial-up and the Internet.
- Internet players will be able to use online matchmaking services to find opponents and start games.
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200 MHz Pentium or faster
Windows 95/98 required (Seems to work on Windows XP fine)
32MB RAM or greater
60MB hard-disk space
4x CD-ROM required
4MB Video Card (3D not required)
28.8 modem for head-to-head play
Internet access for Internet play