These are attached to her skeleton now so they move with her animations. Even zoomed in super close they seemed fine for me in game. I included both folded and unfolded. I prefer the folded ones myself. I'll fiddle around with this more and some other assets too unless there is something you or anyone would like me to work on. I'm not very good with this stuff, but will help if I can.
I've been meaning to ask about tile improvements and resources on peaks in your mod. All I've managed to figure out was to have improvements allowed on them via Arete. I gave the Arete improvement ability to every labor civic and this allowed the AI to go nuts and build roads and quarries (I prefer quarries to differentiate them from neighboring mines and give quarries a production bonus). Mountaineering is still needed to use the roads on peaks and I just gave all workers mountaineering. It's a pretty dumb solution, but since I use the Erebus map script, a lot more of the map is opened up for me and for the AI. Is there someplace where I could simply allow peaks to be workable without using the Arete gimmick?
We're on the right track, but could you do something about the gaps between the sections of the wings? There is more of a gap than I'd like in the normal Angel of Death, but it is not nearly as noticeable as this. There is less of a gap in the 6 winged seraph model if that helps.
Attached is an image where you can see how the units look with recolored wings. For the Brigit/Sarabride wings I just took the original Angel of Death wings and used GIMP to triple their saturation, turning them from off-white to a brilliant gold. For Gyra/Morrigan I used the darker wings I've been using for the Angels of Death in my modmod. For Condatis/Cliodna I took those darker wings and applied the Colorize command.
I'm thinking I'd like to use folded wings for Brigit, Condatis, and Gyra, but the unfolded wings for Sarabride, Cliodna, and Morrigan. That may be a better way of distinguishing between the archangels and their upgrades than just making the Matronae versions so much larger. The outspread wings seem more imposing, more fitting for units that can draw on infinite energy supplies from their gems of creation and thus never need to relax.
I'd still add the magical auras to the Matronae to distinguish them further, but I'd rather wait and see if you can get rid of those gaps first. Now that I think of it, I'd also like to change the shields of the Matronae to show their new religious icon. That can wait for tomorrow afternoon though. I should try to get to sleep soon as I need to take my parents to doctors appointments first thing in the morning.
When you say "workable," are you talking about city population being able to work the tiles of peaks within their city radius? Or are you talking about workers being able to built improvements there?
Peaks are workable so long as they have some yield, but CivIV sets the yield of all Peak tiles to 0 unless it is modified by the presence of improvements or by python. You can give peaks extra yields using the call gc.getGame().setPlotExtraYield(pPlot.getX(), pPlot.getY(), YieldTypes.YIELD_PRODUCTION, 1) like I use in the Motherlode world spell.
I bet you could modify a mapscript to change the yields of peaks as soon as they are generated.
The game does not normally allow improvements to be built in peaks, but you can override that in CvGameUtils.py under def canBuild(self,argsList), where declaring "return 1" means that the game allows things to be built there regardless of any of the requirements usually handled in the DLL.
You don't need to check for any civic type or improvement types. You could just put "return 1" in the line directly below "if pPlot.isPeak():"
You could give he workers the <bCanMoveImpassable>1 tag in their xml defines instead of giving them all an extra promotion. Mud golems already have that tag.
Speaking of workers, I just spent longer than I care to admit trying to figure out why the same was giving everyone Tinkers instead of workers in Classical Age starts. The first clue that led anywhere was that the Luchuirp still got Mud Golems instead of workers or Tinkers. I'd given Tinkers he abilities of workers and double the normal work rate, but Mud Golems had triple the normal work rate. When I changed Tinkers to only work at 99% the speed of normal workers then the game stopped giving everyone the Ringgiver clerics at the start of the game.
By the way, what do you think about these new graphics for the Brotherhood of Wardens summoned hero Tristan the Ring? It is based on Sphener instead of the Ljosalfar Paladin. The wispy wings on his back were make invisible (since I don't have the modelling skills to remove them from the model) and the decorative wings on the helmet were borrowed from another unit. (It seemed an appropriate motif for a hero whose true form resides in the Isle of Birds, he heaven of Sirona.) I changed the red and brown parts of the clothing to blue, changed he Order icon to the Brotherhood of Wardens Icon with an image of his Dahlia Band below it, and made the armor brighter "living ivory" with rose-gold colored Gemellus accents. I made the gorget a darker grey to prepresent the force-aligned Palladium torc.