I posted this on screenshotsaturday.com
yesterday. I took it while finishing up unit movement when I noticed that flowers offer a bit of of camoflage which isn't an element in any of the RTS games I've played in the past. If you wanted, you could change your player color to match the flowers to blend even better. I'm not sure if that will become a thing or not, I just thought it was interesting.
Movement is looking pretty good now. Not perfect, but I'm running out of things I can do to improve it. I have one bug left that I started work on last evening and Monday I'm moving on to polishing combat.
This is a bit of behind-the-scenes I posted this earlier this week from the when things go wrong
category. The blue line is the result from the long-distance pathfinder. The desired destination was only a couple inches from the tanks visible in the distance. It went a little crazy because I was trying to send a group of tanks to an area of terrain not large enough to contain even a single tank (a 2.5m square area surrounded by too-steep terrain) so while there was a path to that area, there wasn't a path large enough for the selected tanks so no matter what it did, the pathfinder couldn't find a path to that destination. I fixed that along with a ton of other issues this week.
This last picture I posted because it genuinely amazes me. The foreground terrain is a single 512x512 texture (that's tiny!) but it doesn't look like that at all (at least to me.) The lo-res version accentuates the seams, but they are less noticeable in the hi-res version.