Yeah, the current rate is set too high, I just forgot to change it. 
G

G
Any chance you could lend me a hand with this problem? (if I can't get the template method to work, I'll probably have to bite the bullet and attempt custom animations)Let me know when a model is needed. I'm a perfectionist and I don't like civ4 models in civ5, so if a custom model is needed and there is none tailored to civ5's standards I'll lend my skills.
Cost changes are listed on the wiki. Look for anything over 10% up or down.
8) Do not use the bireme (early ranged ship).
Is this better (also note the flag and portrait I made for it, so much easier if you have the actual model at hand):Looks too small to me. Obviously a ship for ants.![]()
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With this I can now RULE THE WORLD!!!!!
muwahahaaahaaa!!!
function DoCityCaptureBonuses(capturedCity, player)
log:Info("DoCityCaptureBonuses")
for policyInfo in GameInfo.Policies("CityCaptureCulture != 0") do
if player:HasPolicy(policyInfo.ID) then
CityCaptureYield(capturedCity,
YieldTypes.YIELD_CULTURE,
policyInfo.CityCaptureCulture,
policyInfo.CityCaptureCulturePerPop,
policyInfo.CityCaptureCulturePerEra,
policyInfo.CityCaptureCulturePerEraExponent
)
end
end
for buildingInfo in GameInfo.Buildings("CityCaptureCulture != 0") do
for targetCity in player:Cities() do
if targetCity:IsHasBuilding(buildingInfo.ID) then
CityCaptureYield(capturedCity,
YieldTypes.YIELD_CULTURE,
buildingInfo.CityCaptureCulture,
buildingInfo.CityCaptureCulturePerPop,
buildingInfo.CityCaptureCulturePerEra,
buildingInfo.CityCaptureCulturePerEraExponent,
targetCity
)
end
end
end
end
LuaEvents.CityCaptureBonuses = LuaEvents.CityCaptureBonuses or function(city) end
LuaEvents.CityCaptureBonuses.Add( DoCityCaptureBonuses )
function DoCityHealthFix(city, player)
local maxHealth = city:GetMaxHitPoints()
local currentHealth = maxHealth * GameDefines.CITY_CAPTURE_DAMAGE_PERCENT/100
log:Warn("Correcting %s captured health from %3s/%-3s to %3s/%-3s", city:GetName(), city:GetMaxHitPoints() - city:GetDamage(), maxHealth, currentHealth, maxHealth)
city:SetDamage(currentHealth)
end
LuaEvents.CityCaptureBonuses = LuaEvents.CityCaptureBonuses or function(city) end
LuaEvents.CityCaptureBonuses.Add(function(city, player) return SafeCall(DoCityHealthFix, city, player) end)