Sid Meier's Civilization VI

Sid Meier's Civilization VI

ARS - Unit Stacking v1.2
56 Comments
Arstahd  [author] 17 Jul @ 9:40pm 
@Galindus - I haven't picked up Civ7 as of yet, too many missing features for me to buy at full price. I Might have been tempted if hotseat MP was included, its my usual method of play.
Galindus 17 Jul @ 7:02pm 
I think this is one of the best mods for Civ 6 and has really been a gamechanger for Civ 6. A question -- are you looking at doing any modding for Civ 7? Specifically this mod -- it would be a welcome addition for Civ 7.
rilquermascarenhas 17 Jul @ 4:11pm 
@Arstahd Thanks for the reply, I have been playing with both this mod and CQUI and haven't run into any issues besides visual formatting of the unit flags being a little off. For instance, CQUI shows in unit flag the remaining number of charges for builders and the promotion level of military units, but that doesn't show up when this mod is also enabled. This is a very minor issue, so I am having fun keeping both mods on (no crashes or conflicts observed so far).

I have no expertise in LUA, so I def won't try to mess with that. Most of the time I don't miss unit swapping anyway, the gameplay is very smooth. Thanks a lot for this mod, makes the game lots more fun!
Arstahd  [author] 16 Jul @ 8:03am 
@rilquermascarenhas - This mod changes 2 LUA files that CQUI also modifies. The changes would need to be combined into a single set of files for full compatibility.

Disabling unit swapping was done by a small edit to the Common.LUA , removing that file from the mod will return normal functionality. IIRC there was check of some sort if the target tile contained a valid unit. I set that it would fail in either condition. My expertise in LUA is minimal. A more proficient coder may be able to manage what you ask.

I annotate my edits to make them easy to find. Just search for ARS.
rilquermascarenhas 15 Jul @ 9:24am 
Is there any way to bring back unit swapping? Like, I understand why it was removed, but I wonder if it is possible to write code that will allow swapping if units are of the same formation class but won't swap if they are of similar class (meaning they should stack instead).
rilquermascarenhas 14 Jul @ 1:54pm 
Does this conflict with CQUI like Improved Movement v2.2 does?
infinitesworld 15 Feb @ 12:48pm 
Need this for civ 7 :'(
metafa 23 Jan @ 1:33am 
The only changes I need from Civ6 is the ages, which I dislike, the districts and the introduction of the army generals. Then I would pay for a whole game plus founders edition. But the rest of what they did with civ7 is unfortunately really overkill.
metafa 23 Jan @ 1:29am 
@Arstahd Thanks, I was afraid of that :/
Taurec 11 Jan @ 6:52am 
Oh sooo... Yes, I just assumed that the scout also belongs to the scout class. Then everything is clear, thanks. :)
Arstahd  [author] 10 Jan @ 11:42pm 
@Taurec - Scouts and Warriors are both "Land Combat" class units so they can't stack. Only units with differing formation classes may stack.
Taurec 10 Jan @ 10:51pm 
Hello, I like the mod. Or rather, I would like it, but it doesn't seem to work. I started a new game and I wanted to attach a scout to my warrior.
As you can see in the picture, the move is shown to me as possible, but the scout does not execute it. He just stays where he is. Even if I want to move the warrior to the scout instead, it's the same.
To make sure that other mods were not interfering, I deactivated all mods except this one and restarted the game from the beginning.
Then I started a normal standard game and checked.
Delicacy:
The second settler there belonged to my neighbor, who spawned right next to me. He wasn't smart enough to move away or at least put a warrior next to him... :D
I thought that had actually been fixed with these stupid close starts?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405032456
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405032870
Arstahd  [author] 5 Jan @ 2:31pm 
@Akahige - The unit with the highest CS takes the hit.

@metafa - Linking is hard coded. Without access to the source code, there is no way to add new class types to the function that handles it. An original class can link to a new one, but a new one can't link to another.
metafa 5 Jan @ 9:57am 
Why can't they be linked?
Akahige 29 Dec, 2024 @ 12:49am 
What is the logic for what unit takes the first melee/ranged hit from an enemy on a stack? Who takes priority?
InfoManiac 26 Oct, 2024 @ 7:39am 
id suggest to people tat want ranged to be nerfed to reduce all the ranged units range to 1. This makes the army stacking feel a bit more like civ 5 and 4 and makes combat a little more balanced. ESPECIALLY if you reduce movement by 1.
Arstahd  [author] 24 Oct, 2024 @ 9:09pm 
@Rabs Warren - Ranged units are OP regardless. Stacking gives a reason to bother with melee units at all. This gives advantage to having mixed unit types over just spamming ranged.
Rabs Warren 24 Oct, 2024 @ 8:55pm 
This should have way more subs! Trying this out now.

Arstahd, do you think this makes early ranged/seige units to overpowered as they're basically invincible until the melee it taken out? I guess if the unit with the highest CP is attacked first a heavily promoted crossbowman would be attacked first over a stacked swordsman?
Arstahd  [author] 24 Oct, 2024 @ 8:14pm 
@SINGKAMATIS - No, you will have to start a new game.
Aray Ko! 24 Oct, 2024 @ 4:48pm 
does not work on a save game? sorry kinda new to this
Nishaan93 18 Jun, 2024 @ 10:23pm 
Love this mod, just want to know if I can increase the formation limit in the mod files. Makes it easier to move more units easily
InfoManiac 25 Dec, 2023 @ 6:43am 
how hard would it be to allow unlimited unit stacking but for the ai too? Is there a way to disable the swap function and whatever function that checks for multiple units to a tile?
Arstahd  [author] 15 Apr, 2023 @ 9:26pm 
InfoManiac - To 1 what? Range? Movement? The following sets both movement and range to 1 for all Ranged Class units:

UPDATE Units SET BaseMoves=1, Range=1 WHERE PromotionClass='PROMOTION_CLASS_RANGED';
InfoManiac 15 Apr, 2023 @ 7:24pm 
is there a way to set all ranged units to 1?
InfoManiac 13 Apr, 2023 @ 1:44pm 
big props for seperating the mods
MrCookie 10 Mar, 2023 @ 5:33am 
Must have mod:steamthumbsup:
Arstahd  [author] 24 Jun, 2022 @ 11:38pm 
Updated to v1.2 - Increased Loadorder to 22900 (from 12900) for compatibility with JNR's 6T unit expansion mods.
Arstahd  [author] 22 Dec, 2021 @ 4:19pm 
CoachGunns - They would be able to mix if the Attack Copters stayed in their lane instead of switching to Anti-Cav. This is an issue with how WE decided to type their new units. One should be able to add a line and change the Formation Class for the Attack Helicopter individually. This is a matter of personal taste and not something that I feel needs fixing.
CoachGunns 22 Dec, 2021 @ 3:53pm 
@arstahd Both (Land Combat : Consisting of Melee, Recon, and Anti-Cavalry Units.) Infantry being melee and Attack helicopters being Anti-Cavalry Units cannot occupy the same tile. That sir is crazy lol Infantry and Helicopters should be able to mix is what im saying
Arstahd  [author] 22 Dec, 2021 @ 2:52pm 
CoachGunns - Can you elaborate a bit more on your issue? Both Anti-cav and Melee units belong to the original Land Combat formation type and should behave as per the base game. What do you mean by "can't link up"?
CoachGunns 22 Dec, 2021 @ 1:56am 
This mod is great but needs a rebalance for warfare expanded reloaded .... attack helicoptyers and infantry cant link up. due to helicopter being anti cav
jildazmoisan 2 Nov, 2021 @ 2:32pm 
I see ... thin, I feel a little sorry that I didn't make sure myself. Sorry for the inconvenience and I'll repeat it, tier S Mod.
Arstahd  [author] 1 Nov, 2021 @ 5:36pm 
OK, I was able to reproduce the issue with being unable to capture a Settler while your attacking unit is in a linked escort formation. It seems this is a bug with the base game and not something introduced by my mod. My mod just makes it more likely for the situation to come up.

I disabled the mod and tried to capture a Settler with a Warrior who was in a linked formation with one of my own Settlers and the target Settler was destroyed rather than captured.

Solution - if you want to capture a unit, break any links first.
jildazmoisan 1 Nov, 2021 @ 2:10am 
I 'm in the linked formation..thank a lot.
Arstahd  [author] 1 Nov, 2021 @ 12:46am 
Are you in the linked formation, or the Settler? I'll have to look into this.
jildazmoisan 1 Nov, 2021 @ 12:10am 
sorry...google trad..yes it's Settler. When i capture a settler, he is destroying by a linked formation.
Arstahd  [author] 31 Oct, 2021 @ 9:46pm 
jildazmoisan - Glad you're enjoying the mod. Colonist? Are you referring to a Settler? Can you elaborate a bit more on exactly what problem you are encountering? I don't recall having any issues with captured settlers, but I don't generally use linked unit formations.
jildazmoisan 31 Oct, 2021 @ 12:50pm 
Hello
Super mod which radically improves the behavior of the AI ​​in particular, and for the better.
I noticed a strange thing: when you capture an enemy colonist with a formation this one is not captured precisely… is this something known?
Thank you.
Arstahd  [author] 21 Sep, 2021 @ 9:09pm 
RafikiBlue565 - Not possible. The mod expands upon the mechanic that allows military units to coincide with civilian units and support units by creating additional "flavors" of military unit. This method allows the AI to utilize the stacking whereas methods that allow multiples of the same type of unit to coexist on a tile do not, and are for human use only.
RafikiBlue565 21 Sep, 2021 @ 7:16pm 
Awesome Mod! One questions though, what can I edit so that I can have any three units per tile?
Or is it more complicated than editing a few lines? If so I understand and will play with it as is.
Arstahd  [author] 21 Sep, 2021 @ 3:56pm 
v1.1 uploaded.
Arstahd  [author] 21 Sep, 2021 @ 2:54pm 
Perec - Hmm, I did try a new way to handle some of the LUA edits in this version. I'll see if reverting to the original method fixes this issue. Thanks for the report.
Perec 21 Sep, 2021 @ 1:43pm 
There is a bug when using this mod (the Improved Movement version is fine), I can't place ski resorts or mountain tunnels.
Galindus 16 Sep, 2021 @ 6:08pm 
This is awesome! Thank you, another great useful mod!
writtendown 15 Sep, 2021 @ 2:32pm 
Thank you for making this! :) I hope they learn something and drop that nonsense one unit per tile in their next game - 3-4 units feels good - no need to return Civ IV either :P AI definately uses units better now or atleast it feels like it. Stockpiling strategic resources was a good addition too, but sadly the game lacks an economic point of view altogether - just a little bit more refinement needed and some clear vision and "logic" between systems. But you did a good job, thanks again!
Silentshadow 15 Sep, 2021 @ 5:22am 
I think your branding it wrong. Yes it's a unit stacking fix but it's primary purpose IMO(The reason I am subscribing) is because it causes the AI to actually become competent in combat. Now I actually have to keep a standing army and care about diplomacy because the AI is actually a threat.
eurritz 14 Sep, 2021 @ 8:25am 
I had installed the previous version but it was exactly the movement changes that made me stop using it, so this is a must-subscribe to me.
Lucius, the Heavenly Dragon 14 Sep, 2021 @ 2:36am 
Ah, I didn’t read that bit. I was too caught up in trying to be helpful, I didn’t notice I’d made a fool of myself.
TYRANNOSAURUS REXY DUDE 13 Sep, 2021 @ 11:33pm 
Noted! Also just wondering, if a 20hp unit is stacked with a Medic and Full HP units to each other, does it still heal?
Arstahd  [author] 13 Sep, 2021 @ 9:20pm 
The unit with higher CS will be prioritized.