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Invisible units

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Invisible units - 11/24/2011 10:31:18 PM   


Posts: 2
Joined: 11/24/2011
Status: offline
New patch installed. When I start a game all my units are invisible. Enemy is visible. I have tried all the settings on the recon button with no effect. When I fast forward the battle I hear battle sounds but I can't see units. Anyone else have this problem?
Post #: 1
RE: Invisible units - 11/24/2011 10:39:49 PM   


Posts: 1028
Joined: 8/4/2006
From: Suffolk, VA
Status: offline
Better than my experience. I can't get the download to run.



(in reply to bcallico5)
Post #: 2
RE: Invisible units - 11/25/2011 1:35:23 AM   

Posts: 9504
Joined: 4/20/2003
From: England
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Are you sure you have all units tab on?

(in reply to vandorenp)
Post #: 3
RE: Invisible units - 11/25/2011 2:58:31 AM   


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Joined: 11/1/2008
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One of the smaller buttons to the right of the recon options controls the display of units (along with others for grid-lines, objectives, dead-pile)
You also have 'filters' that will only display certain unit types (corresponding to number keys - 1 for all), this is the left hand 'large tab' on the bottom of the map window.

If you have enemy showing, but no friendlies, the culprit is showing a scarce/absent unit type in the filter (Armour, Engineer the most common 'missing' types).
If you have lots of friendly, but no enemy showing - that could be what you have knowledge about, sometimes you do lose contact, but more likely you have 'current' intel set and most reports are over 15 minutes old. Try again with recent or all to get a stale but more complete intel picture.

Neither friendly nor enemy showing is usually unit display switched off - which is useful for terrain analysis, but seems to cause some confusion when all the units vanish unexpectedly. Hiding objectives and 'crosses' is also possible, again to get a better look at the terrain, but I find they are useful to define the likely next decision points.

(in reply to wodin)
Post #: 4
RE: Invisible units - 11/25/2011 5:03:43 PM   


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Joined: 11/24/2011
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Thanks guys that fixed it.

(in reply to Lieste)
Post #: 5
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