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Showing results for tags 'toolbox'.
Some of us have probably done it, you get a close contact, you know the platform type, maybe even its class, but you don't know its side, is it an enemy or a neutral? It might in fact be a neutral but due to it's close proximity you blast it! You then find out your mistake but there are no consequences. If you use my Toolbox, this is about to change, but I have two consequences available: 1/ The attacking group is stood down (in game it is turned into a neutral) and the commander sent off to war crimes trial. (or in the case of attacking a whale something else?) 2/ The attacked group turns against you and becomes an enemy. OR both? If the neutral group is destroyed in the attack (or is an organic) then 2/ is mute. If the attacking group is an airgroup then it returns (as a neutral) to it's home base and goes thru the normal ready time to become available again (so no great inconvenience) but if a ship or sub etc it will remain a neutral for the rest of the game. If a scenario is written with this in mind then I think some rather cleaver neutral groups could be included. Does anyone have any ideas on the best of these consequences to use?
New for this version 126.96.36.199 Of Toolbox A new Page KBShortCuts which includes a handy rundown of some of the shortcut keys that give features not obtained through the main F keys. Fixed a bug in the exact fix indicator and 'Cover' function in Attack Tab when player is Red. The toolbox size and position within the harpoon window will be remembered in subsequent games. to remember position follow instructions in settings page. Air Group Formation page gives an indication if the selected air unit is NOE (Nape Of Earth) capable and if its IFR (In Flight Refuel) capable. Air Refuel Page - when you enter this page it now automatically updates the Group list if one of the boxs Active or Tanker is ticked. Recent changes: A revised algorithm for handling attempted captures of enemy and neutral bases and surface groups.