Minimap now shows limited detail. 3D clouds now implemented.
Shows order system.
Movement discs can be toggled to show movement cost to enter each hex or how many turns to reach hex.
Shows combat System
French Infantry unit has cut English supply.
English Cavalry is attacking French Infantry in rear (+1), and receives additional support from adjacent Infantry and ranged support from Artillery (indicated by yellow support discs)
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.
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.
British Infantry watch French Infantry approach.
In these screenshots, each model represents 25 troops, and the map. The troops are therefore not in scale to the terrain.
Unit orders can now be given and also supports undo command. Unit movement points required are displayed. Movement cost varies with unit type, formation, terrain and several other factors. Formation types supported: Line, Column, Skirmish. Context sensitive help system also introduced. The above black numerals in each hex are diagnostics and will not be in release version.
Eventually the units will represent Divisions in this Strategic View.
The Tactical Map, shows the 3D models with limited viewing radius, while the Strategic Map view shows the entire army position. The Strategic Map view will show combat supply status of all units.
Eventually the units will represent Divisions.
False horizon will share the same cloud texture as the hidden tiles, and as you can actually never get to the horizon will always be cloudy. The flat hexagon map now starts to look like part of a larger hexagon world.