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China Quiet Scenarios II

Posted: Thu Jan 20, 2011 3:15 pm
by augustinus
Well, I've been playing for study/learning purposes the Dec. 8, Full Campaign China Quiet Scenario, Computer vs Computer. So, far, I can't see where the China Theater is quiet. So, what does "quiet" mean? Has anyone on this forum ever played these "quiet" scenarios? Again, thanks for any input.

RE: China Quiet Scenarios II

Posted: Thu Jan 20, 2011 3:44 pm
by Bullwinkle58
ORIGINAL: augustinus

Well, I've been playing for study/learning purposes the Dec. 8, Full Campaign China Quiet Scenario, Computer vs Computer. So, far, I can't see where the China Theater is quiet. So, what does "quiet" mean? Has anyone on this forum ever played these "quiet" scenarios? Again, thanks for any input.

I haven't played them, but many have.

I believe from comments here that, to generalize, the AI scripts don't overcome the exec file code. IOW, so long as there are targets of opportunity in range and the other algorithm factors favor an attack the AI will attack. However, the AI scripts don't give any objectives in China, so after an initial period where the lines are sorting out and the two sides disengage, things should quiet down. However, if the Allied player seeks to take advantage of the lack of Japanese objective scripts and goes on the offensive, the AI will wake up and defend itself in place.

This is how I understand it at least. Quiet China should not be read as Brain Dead China. Many players don't play deep enough into the campaign for the Quiet to begin.

RE: China Quiet Scenarios II

Posted: Thu Jan 20, 2011 5:00 pm
by augustinus
Bullwinkle58, Thanks much for the explanation; and, you are correct: my assessment was based on a few turns and I have not gone deeply into the game to see the QUIET take effect. But, that is computer vs. computer; what about a PBEM game? Would the same "quiet" dynamic be in effect if the Allied player did not do anything with regard to China -- sort of a mutual truce between players?

RE: China Quiet Scenarios II

Posted: Thu Jan 20, 2011 5:42 pm
by Hotschi
I'm playing a Quiet China campaign as Allied vs. Japan and the current date is Sep 29 1944 - and it's almost like Bullwinkle explains it.

In the beginning, there's lots of fighting and the Japanese AI seems to actually use a script, giving it objectives to conquer, so expect a Japanese advance up to a certain point. This includes Chinese bases initially far away from the frontline.

But as soon as these objectives are reached, it's exactly like Bullwinkle explains it.

What will never stop is the air war, that's never quiet.

RE: China Quiet Scenarios II

Posted: Thu Jan 20, 2011 7:32 pm
by Bullwinkle58
ORIGINAL: augustinus

Bullwinkle58, Thanks much for the explanation; and, you are correct: my assessment was based on a few turns and I have not gone deeply into the game to see the QUIET take effect. But, that is computer vs. computer; what about a PBEM game? Would the same "quiet" dynamic be in effect if the Allied player did not do anything with regard to China -- sort of a mutual truce between players?

I believe the Quiet China scenarios are just the Scen 1 and 2 with the China AI scripts neutered. There would be no advantage to playing them in a PBEM game. If you don't want to futz with China just find an opponent who agrees and make a house rule. I personally think that's a bad idea for both sides, at different stages of the war. But it could be played.

RE: China Quiet Scenarios II

Posted: Thu Jan 20, 2011 7:34 pm
by Bullwinkle58
ORIGINAL: Hotschi

I'm playing a Quiet China campaign as Allied vs. Japan and the current date is Sep 29 1944 - and it's almost like Bullwinkle explains it.

In the beginning, there's lots of fighting and the Japanese AI seems to actually use a script, giving it objectives to conquer, so expect a Japanese advance up to a certain point. This includes Chinese bases initially far away from the frontline.

But as soon as these objectives are reached, it's exactly like Bullwinkle explains it.

What will never stop is the air war, that's never quiet.

Thanks for the fill-in. I guess Andy wrote in some objective rationalization for supply flows, etc. then told it to go to sleep.

I don't think the air portion of the game is in the scripts much or at all. I think that's exec file code.