Thanks for the continued interest peeps.
@Xander
Yes and no mate. I wanted to switch to 3DWS landscapes because of their simplicity. I mean, literally, the painting system and sculping system allows you to whip up a great looking landscape with alpha blended textures in very little time. Also, you have the facility to do lightmapping, so hills can cast shadows onto the rest of the landscape, as can extra 3D objects you place, such as trees etc. Basically, I could get an awesome looking landscape with relative speed/ease. But there is a bug in the lightmapping that Josh hasn't got round to resolving yet. Once he has, I think that'll be a great solution for ODF landscapes.
I could then take my lighting engine from Claymore Island, which works best in 2D style environments (obviously RTSs are predominantly 2D in terms of movement) and then have all the objects, vehicles etc. lit properly according to their positions on the maps, behind buildings etc. I've got lots of good ideas to make it look awesome, and push the visuals to the next level, but I dont feel like getting stuck in until Josh fixes 3DWS. I'll also resort back to A* style path finding, otherwise it gets overly complicated when lots of units are moving together.
So no, I've not really dont anything more to this, but it's not dead, and there're plenty of ideas in the pipeline. Just need to wait a bit for them to fall into place.