I tried bumping the old thread ( http://forums.civfanatics.com/showthread.php?t=415499 ), but no luck 
Mylon made an awesome "naval counterattack" mod that worked great many moons ago before i took a break. Not working anymore now. Perhaps a patch changed something? Mylon is awol so i beg thee all for some help
The script is relatively short - perhaps someone can figure out whats wrong with it?
Thanks

Mylon made an awesome "naval counterattack" mod that worked great many moons ago before i took a break. Not working anymore now. Perhaps a patch changed something? Mylon is awol so i beg thee all for some help

The script is relatively short - perhaps someone can figure out whats wrong with it?
Spoiler :
Code:
-- Lua Script1
-- Author: Jeff
-- DateCreated: 16-Mar-11 13:56:17
--------------------------------------------------------------
print("Naval Counterattack Loaded")
function NavalCounterAttack(iAttackingPlayer, iAttackingUnit, iAttackingUnitDamage, iAttackingUnitFinalDamage, iAttackingUnitMaxHP, iDefendingPlayer, iDefendingUnit, iDefendingUnitDamage, iDefendingUnitFinalDamage, iDefendingUnitMaxHP)
-- First, let's make sure we're looking at a naval vs naval engagement
if iAttackingUnit > 0 and iDefendingUnit > 0 then
local AttackingUnit = Players[iAttackingPlayer]:GetUnitByID( iAttackingUnit )
local DefendingUnit = Players[iDefendingPlayer]:GetUnitByID( iDefendingUnit )
if (AttackingUnit:GetDomainType() == DomainTypes.DOMAIN_SEA and DefendingUnit:GetDomainType() == DomainTypes.DOMAIN_SEA) then
if (AttackingUnit:GetBaseRangedCombatStrength() > 0 and DefendingUnit:GetBaseRangedCombatStrength() > 0) then
--We're in business. Let's launch a counter-attack.
-- Initialize the attack-tracking if this is the first attack of the turn.
--if HasAttackedThisTurn == nil then
HasAttackedThisTurn = {}
--end
--On an initial attack, neither ship will have the flag, so let's flag the attacker.
if HasAttackedThisTurn[DefendingUnit] ~= true and HasAttackedThisTurn[AttackingUnit] ~= true then
HasAttackedThisTurn[AttackingUnit] = true
end
--If the defending unit has the flag, then this will prevent a counter-counter attack.
if HasAttackedThisTurn[DefendingUnit] ~= true then
--print("Qualifies for a counterattack.")
DefendingUnit:RangeStrike( AttackingUnit:GetX(), AttackingUnit:GetY() )
--Now that the attack has been made, let's reset the defender's attack flag so that it may defend from another attack.
DefendingUnit:SetMadeAttack(false)
-- By this point, the attacker will already have been checked to make a counter-counter attack, so let's delete our table.
HasAttackedThisTurn = nil
else
--print("This unit is flagged as having attacked already, unable to counter-attack.")
end
end
end
end
end
--function ClearCombatMemory()
--HasAttackedThisTurn = nil
--end
Events.EndCombatSim.Add( NavalCounterAttack )
--Events.PlayerDoTurn.Add( ClearCombatMemory )
Thanks