After a longer than expected break (Visual Building became more demanding than expected!), I managed to return to this development. I returned to the strategic level component to create the minimap and improve the unit ordering mechanism. During order placement, the movement points required are displayed, alternative to the number of turns required to move to target hex.
Support introduced, showing adjacent units support for attack and defence.
Must give models own shader, so can change unform colours and let them see light. Shadows might be too much cost.
A quick plug or the people at XNA UK Usergroup: http://xna-uk.net/ . Great people, great information and examples.
With a little optimisation I managed to improve the man / model ratio from 1:25 to 1/10, ie each model represents 1o men. Smoke and sound from musket volleys added.
Got bogged down in the AI for a bit and so unable top show much visually, so to take a break I decided to review some of the outstanding graphic issues:
The sea texture is now animated, using a very simple effect to overlay a ripple effect onto the sea tile, but need to eeturn to this to improve it, maybe when I do the fog.
Tree tiles now have a 3D effect by raising the height of the tree texture layer above the tile.