Sid Meier's Civilization V

Sid Meier's Civilization V

SOD This MOD - Bringing back the Stacks of Death (SOD)
55 Comments
ClayMore 2 Feb @ 7:38am 
Great work~ thx~!!
jjnam4090 24 Dec, 2024 @ 1:41pm 
No id display above units
MajorCare 22 Nov, 2024 @ 12:44am 
or do i need to download all the links
MajorCare 22 Nov, 2024 @ 12:40am 
do i need a general like in civ3 to make a stack?
Crimson Knight 11 Feb, 2024 @ 4:25am 
mod dose not work.
Chinaman 23 Mar, 2023 @ 6:47pm 
This really needs a way to move the whole stack in one move. Moving units can get quite tedious
dormalad 3 Aug, 2021 @ 1:21pm 
can you move them all in one stack?
edsmoker 8 May, 2021 @ 9:41pm 
I was wondering something. You mention that if, "you're playing WaW, there's no need to enable this mod". I see in the description that WaW allows stacking of 2 units but can that be increased? Also, I apologize if I should have asked this question on the WaW page.
S-Man  [author] 19 May, 2020 @ 12:35pm 
@sgtklink - yes, the WaW mod will definitely conflict, as it basically uses the same code as this one. So, if you're playing WaW, there's no need to enable this mod any longer.
sgtklink 6 May, 2020 @ 3:44am 
OK so after removing and adding various mods from my list, I've found out that the World at War mod conflicts with this, although the Terrain Improvements and Irregular Units mods both seem to be compatible. Late Game Unit Pack is also unaffected.
sgtklink 6 May, 2020 @ 2:04am 
Also a map
sgtklink 6 May, 2020 @ 2:03am 
I get the option to rename units but literally stacking effect no longer works. The only mods I added were ones that added improvements and buildings (from authors who's mods were compatible with this one), and Barbarians Evolved (removed, but still doesn't work) and a unit or two. Any idea which type of mods change the files that make this one incompatible?
sgtklink 6 May, 2020 @ 12:26am 
@S-Man do any of your other mods conflict this one? Because it has worked fine for me before but when I started a new game it doesn't appear to. I used quite a bit of mods in the past with this one just fine but since I added a few more it doesn't seem to work.
conifer 1 Apr, 2018 @ 3:04pm 
yeah those options aren't really working so its probably something to do with my laptop... my actual computer will probably work tho, thanks for the help :)
S-Man  [author] 1 Apr, 2018 @ 4:04am 
@Redmenance53 & @Kokomo - one of these mods must also replace one of these files: UnitFlagManager.lua, UnitPanel.lua, SetUnitName.lua.

I apologize, but I don't have time to look into which one is causing the problem. Only one version of these files can be active at any one time. Any mod that relies on its particular version of them will experience problems when a different version is loaded.
conifer 31 Mar, 2018 @ 11:35pm 
when i subscribe the mod doesn't show up under my sintalled mods list
Kokoro 13 Feb, 2018 @ 5:52pm 
Fire Emblem - Theocracy of Rausten
Real Life Earth MapMod (v 1)
[BNW] Colonialist Legacies - Australian Commonwealth (v 4)
Play The World Extended Vanilla (v 2)
Unique City-States (v 2)
Covert Operations - Making Spies Great Again (v 2)
Princess Lilina of Ostia (v 9)
Enhanced Naval Warfare for Vox Populi (v 1)
Gandhi gets 100x Uranium (v 1)
Ingame Editor (v 39)
No Pentaly for Units Near Border (v 1)
Strange Religions (v 9)
Warmonger Gandhi (v 1)
InfoAddict (v 22)
Really Advanced Setup (v 15)
YnAEMP DLL Leader fix for BNW (v 2)
left out a few custom civs or the list would be endless. (don't use em all)
S-Man  [author] 13 Feb, 2018 @ 4:09pm 
What other mods do u have loaded?
Kokoro 13 Feb, 2018 @ 3:20pm 
i also have redmenance's issue. Any fixes?
Redmenace53 11 Feb, 2018 @ 8:05pm 
all the action buttons disapear from the game i cant select any thing for the unites to do how to fix? its every time i load a game.
IllegibleScream 8 Feb, 2018 @ 5:42am 
You should be ashamed of yourself. AI-kun doesn't deserve this treatment.
Skidee 7 Feb, 2018 @ 5:37pm 
The AI got smart somehow and are making stacks of three artillery help
Smoker 6 Feb, 2018 @ 1:30pm 
Thx for your attention S-Man :)
S-Man  [author] 5 Feb, 2018 @ 8:09pm 
@Pandamansleep - enjoy! The mod was never meant to be toooo serious, hence the name... ;)

It started as an experiment, then some folks as for me to release it, so I did.

It's fun to play, but going over 2 UPTs really alters the game to where it's now a "practice session" and not a "real game" any longer. The AI is just too outclassed - and it doesn't need much help in THAT department....

Still, sometimes, beating up on the AI is quite fun too... ;)
Skidee 5 Feb, 2018 @ 7:08pm 
Dude I used this mod and conquered 10 citites using stacks of Berber Calvalry. Awesome mod especially with great generals in those stacks
S-Man  [author] 5 Feb, 2018 @ 8:30am 
@Smoker - this would require a lot of effort in LUA and greatly impact performance - the game engine would have to check every unit every turn - testing every single tile it enters to see if it's a city, then either allow the move or not.

Also, the AI would use this ability poorly, unlike a human player - making the mod even more OP. The game's AI uses this mod's capabilities, but more on accident than any kind of planning. A human player carefully planning moves/troop concentrations/capability mix has a dramatic advantage build in. And there's no feasible way to "reprogram" the AI to use these features better, short of a major, custom DLL.

OTOH, WHoward has a mod that allows exactly what you're asking, but you have to use his custom DLL. Link:

http://www.picknmixmods.com/mods/CivV/Global/3%20Units%20Per%20City.html

BTW, his DLL does tinker quite a bit with AI planning, unit pathfinding, etc. It has a much better chance of putting up a better fight than this simple mod.
Smoker 5 Feb, 2018 @ 8:13am 
Great work S-Man thx a lot. I was wondering, would be possible stack 3 units only in cities?
S-Man  [author] 5 Feb, 2018 @ 2:47am 
@brometheus - The mod uses Civ V's standard combat process. From my understanding, this means, when a unit is attacking a stack, it is still a 1:1 attack, and selects the most powerful unit (highest combat strength) in the stack to attack (even if that unit is in low health).

For instance, in the non-modded game, your battleship is attacking another battleship, but the defending ship has a embarked infantry unit in the same tile. The attack hits the ship, not the infantry unit. Once the ship is sunk, the next attack would go against the next most powerful unit - the infantry.

This mod will perform similarly, but if there is a battleship, destroyer, and infantry in the stack, the battleship must be sunk first, the next attack goes against the destroyer, and so on.

I haven't tested this too much so far, but if anyone is seeing anything differently, let me know. Thanks.
brometheus 3 Feb, 2018 @ 5:31pm 
You haven't mention a very important aspect of this mod - is how does the combat strength and health stack? Could you give an example?
Litchi 3 Feb, 2018 @ 3:45pm 
lol -> 1 nuclear bomb it's wiped
S-Man  [author] 3 Feb, 2018 @ 1:21pm 
@Shooter - see my post from 2 Feb 2018 @ 1145. Thanks!

@Pandamansleep - enjoy! I think the mod adds a lot of "fun" to the game at the great expense of realism and balance. Still, sometimes ya jest gotta.... ;)
Skidee 3 Feb, 2018 @ 1:03pm 
Time for an army of giant death robots to storm the Shoshone
Guardian 3 Feb, 2018 @ 11:43am 
Do ai's also stack their troops?
Aragorn.2 3 Feb, 2018 @ 8:49am 
Thank you! It worked
S-Man  [author] 3 Feb, 2018 @ 6:53am 
Aragorn.2 3 Feb, 2018 @ 6:41am 
Is there a direct link to download this mod? I was unable to subscribe to it on Steam.
banana? 2 Feb, 2018 @ 8:00pm 
You was able to stack like 20 troops and with general make one "army" of all the troops :p
banana? 2 Feb, 2018 @ 7:59pm 
Who remembers Civ III ?
Timelord Sheep 2 Feb, 2018 @ 4:58pm 
(Ends up putting 10 Panzers in one stack to go around blitzing everything it comes across)
Ch1ckenDestr0yer 2 Feb, 2018 @ 2:55pm 
@S-Man thanks for clarifying, seems best for a multiplayer game then.
JKwazo 2 Feb, 2018 @ 11:58am 
so basicaly just civ 3? but with civ 5 units? coolz
S-Man  [author] 2 Feb, 2018 @ 9:54am 
@Ch1ckenDestr0yer - I've ran 3 test games (500+ turns) using Live Tuner. This tool takes over the game, basically converting the human player to AI. You also get to see the entire map while the game is running - kind of like watching a movie.

From what I've observed, the AI does indeed use stacking, and seems to have a little less problem maneuvering units/traffic jams.

But, as the AI pathfinding code is optimized for 1 UPT, there's no way the AI will use stacking nearly as efficiently as a human player. Not without a DLL to rewrite the pathfinding function.

So, this mod represents a pretty OP gift to the human player. Personally, I think anything larger than 2 UPT is no longer a game, more of a scrimmage against the AI....
Ch1ckenDestr0yer 2 Feb, 2018 @ 9:13am 
Does the AI stack their units too?
S-Man  [author] 2 Feb, 2018 @ 7:31am 
To clear the Civ V Game cache:

1. Exit the game and open Windows Explorer (not Internet Explorer).

2. Navigate to the game's cache - usually located someplace like this:

C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache

3. Delete everything inside the "cache" folder. Don't worry, the game generates these files every time it starts.

4. Restart Civ V, load this mod and see if you still have similar results.

Good luck!
S-Man  [author] 2 Feb, 2018 @ 7:05am 
May want to clear the game cache and see if that helps.
S-Man  [author] 2 Feb, 2018 @ 1:35am 
@AA Vet - what other mods do you have activated?
Rabs Warren 1 Feb, 2018 @ 3:47pm 
Love that you got this working without requiring its own DLL like gedemon's mod. The only thing is both human and AI units can occupy the same tile as other civs, making it pointless to defend chokepoints and keep units out and whatnot. Also, the flanking bonus remains when units occupy the same tile, making it quite unbalanced when more units are involved. Awesome idea though I might still play with this mod anyway.

By the way, does the Ai actually know they can stack with each other? I played through a quick game and didn't seethem stack once
S-Man  [author] 1 Feb, 2018 @ 2:41am 
@AA Veteran: Which Ironman? I see over 7 Ironman mods listed, maybe more.

I looked at the "Super Civs - Marvel Heroes Pack" and didn't see anything obvious that would break, but you'd need to play it to see how compatible the mods are.

As long as any mod doesn't replace the "UnitFlagManager.", "UnitPanel", and "SetUnitName" UI files, it should work with this mod.

But again, there's only one way to know for sure...
I_van 31 Jan, 2018 @ 7:53pm 
god bless your spirit I always thought 1upt was a pile of shit